12 KiB
Architecture
How a PS5 executable becomes a native Linux or Windows program. Nothing is emulated: the converted executable runs as a normal process and calls native implementations of the system libraries.
Overview
flowchart LR
subgraph input["PS5 game"]
elf["input.elf"]
mods["sce_module/*"]
end
subgraph relinker["relinker (core/relinker)"]
direction TB
intel["--to-intel:<br/>lower AMD-only instructions<br/>(codegen)"]
pipeline["RelinkerPipeline:<br/>read imports by NID,<br/>check syscalls, filter unused NIDs,<br/>build SysV dynamic section"]
guest["GuestModuleBuilder:<br/>convert bundled modules"]
patcher["LinuxElfPatcher / WindowsPePatcher"]
intel -.-> pipeline --> guest --> patcher
end
subgraph build["build (core/libs)"]
direction TB
prx["core/libs/prx/*<br/>shared libraries"]
nid["nid_patcher:<br/>rename exports to their NIDs"]
prx --> nid
end
subgraph out["Native program"]
app["app.elf / app.exe"]
app0["app0/sce_module/*"]
libs["libs/*.prx"]
end
elf --> intel
mods --> guest
patcher --> app
guest --> app0
nid --> libs
app -- "OS loader binds imports by NID" --> libs
app0 -- "OS loader binds imports by NID" --> libs
core/relinker/main.cppruns the steps in this order.--to-intelis optional, see USAGE.md.- Each library in
core/libs/prxbuilds as a shared library. After the build,nid_patcher(core/libs/nid) renames every export to its NID, computed from the function name.APS5_EXPORT("<nid>", func)sets the NID directly when the name is unknown.
Thread cancellation
Thread.cpp records cancellation requests on the target guest thread. New threads start with cancellation enabled and deferred. A disabled request stays pending; enabling deferred cancellation returns before the next cancellation point acts on it. Repeated requests do not add cleanup invocations.
Cancel.hpp connects condition, semaphore and join waits to the request. A canceled condition waiter reacquires its guest mutex before cleanup. Semaphore and join waits release their internal locks before exiting. A request pending on entry to a semaphore wait is acted on before consuming an available token; a canceled join leaves its target joinable and its result output untouched.
Cancellation exits through scePthreadExit with result pointer 1. It runs cleanup handlers in reverse push order before thread-specific destructors; cancellation points inside cleanup must not start another exit. The host thread then terminates through the existing Windows or Linux lifecycle, and join waits for that termination. Host thread termination is not used to inject cancellation into a running guest frame.
The reference contract and constants come from FreeBSD libthr, pinned at 5ed7eb0d, with cleanup and exit ordering in thr_exit.c. These are reference semantics, not console measurements. The supported cancellation points and incomplete asynchronous behavior are listed in TechnicalDebt.
GuestPthreadCancelRecovery.cpp checks pending requests before ordinary and timed semaphore acquisition, cleanup reentrancy and destructor ordering, enabled and disabled timed condition waits, canceled join output, and subsequent resource and thread reuse. Host atomic gates establish pending requests; acquiring the condition mutex after the worker releases it establishes wait entry without a scheduling sleep. Both guest_pthread_cancel_recovery and guest_pthread_cancel_recovery_coarse retain checks in Release and have a 20-second timeout, shorter than the 60-second guest waits. The latter sets APS5_COARSE_TIMED_WAITS=1 to exercise the Windows fallback; Linux uses that condition-variable path by default.
Graphics
flowchart LR
game["Game:<br/>command buffers"] --> submit["libSceAgcDriver/Submit<br/>DCB / ACB"]
submit --> pm4["Execution/Pm4:<br/>state, draws,<br/>dispatches"]
pm4 -- "shader + state" --> cache{"Compiled variant<br/>in memory or<br/>on disk?"}
cache -- yes --> vk
cache -- no --> dec
subgraph recompiler["core/shader/recompiler"]
dec["RdnaDecoder"] --> cf["ControlFlow:<br/>graph + structurize"]
cf --> tr["Translation:<br/>RDNA to IR"]
tr --> opt["Optimization:<br/>SSA, resources,<br/>bindings"]
opt --> spv["SpirvBackend:<br/>emit SPIR-V"]
end
spv --> vk["libSceAgcDriver/Graphics:<br/>Vulkan pipeline"]
Recompiler.cppruns the stages in this order. WithANYPS5_ENABLE_SPIRV_TOOLS, the SPIR-V is also validated and optimized with SPIRV-Tools.ShaderRecompiler::Recompilekeeps compiled variants in memory, andShaderDiskCachestores them on disk so later runs reuse them.- A compute shader whose LDS plus its lock dword exceeds the host's
maxComputeSharedMemorySizeis not given aWorkgrouparray.RecompilesetsShaderInfo::sharedMemoryBytesfor it and the SPIR-V backend addresses the LDS in a coherent storage buffer at descriptor set 1 (WorkgroupMemoryDescriptorSet), with a slice ofRecompileResult::workgroupMemoryDwordsper workgroup, indexed byWorkgroupIDandNumWorkGroups.VulkanDevicekeeps one such buffer, sized from the dispatch dimensions, and binds it after the resource set; programs that fit keep using shared memory. Driver::RegisterShadersplits shader preparation in two.PlanRegisteredruns on the registering guest thread: it validates the registers and entry point, decodes the code and builds the recompile request, so invalid registrations still fail there. The RDNA to IR translation and resource plan (PrepareShader) run on a background pool ofhardware_concurrency() / 2detached threads (at least 2, 64 MiB stacks).- The shader registry maps a code address to every header registered for that code, in registration order. Static, graphics and rectangle ABI resolution pick the header at the bound address (or one equal to it,
SameHeader, which also takes a hull header fused bysceAgcFuseShaderHalves(type 3) as the registered back half (type 7) it copies, the fused registers aside; graphics ABI resolution then uses the fused header's shader registers); draws and dispatches pick the program by the stage's binary type (RegisteredProgram), and a front entry matching both type 2 and type 4 throws. Within a type the last registration wins; re-registering an identical earlier header makes its snapshot current again without preparing it again, and changed code drops the older headers. - The snapshot is published as pending.
SourceHandleFor,InvocationForandShaderPreparationTransaction::Edit/Readwait for the pending job before readingPreparedShaders, and rethrow its failure.APS5_SYNC_SHADER_PREPARE=1prepares on the registering thread instead. - A draw or dispatch whose state matches no artifact prepared at registration (a title that builds its static ABI state itself, without
sceAgcDriverResolve*Abi) gets one prepared at use bySourceHandleFororInvocationFor, logged once per artifact and kept in the snapshot for the next use. - A compute shader whose
s_swappc_b64calls a user-data pointer cannot be linked at registration, because the callee's address is only known at dispatch.InvocationForinShaderRegistry.cppreads each callee from guest memory, appends one copy per call after the caller (LinkUserDataCalls) and prepares that linked code, so a different callee gets its own prepared entry. - A draw's
Graphics::Pipelinecomes fromCachedPipeline. When the device hasVK_EXT_graphics_pipeline_librarywith fast linking,VK_EXT_extended_dynamic_stateandVK_KHR_dynamic_rendering, draws render withvkCmdBeginRenderingKHRinstead of render passes and the pipeline is linked from four libraries (vertex input, pre-rasterization shaders, fragment shader, fragment output) kept per device inPipelineLibrary.cpp. A library built for one pipeline is reused by the next: another blend, vertex layout or target format builds only that part (the shader libraries name no attachment format), and cull mode, front face, depth and stencil state are dynamic, so changing them only links. The fast link is what the draw waits for; a background thread then links the same libraries with link-time optimization and the pipeline binds that one from the next draw on. Push constants then use a 256-byte block with a 128-byte slot per side: the pre-rasterization stages stack from byte 0, the pixel shader always starts at byte 128 (StagePushOffset), so its library does not depend on how much push data its vertex shader uses. Pipelines with per-face depth bias, a separate alpha blend into an 8_8 target with the alternate component order (both draw twice), rect lists, geometry shaders or a stage without a variant id are created whole, still with dynamic rendering; devices without the extensions (or withAPS5_NO_GPL=1) keep render passes and whole pipelines.
Shader MODE register access
GuestContext::floatMode carries the initial shader mode through Recompile and TranslateOptions into each block's TranslationContext. s_getreg_b32 reads confined to MODE bits 0–3 return the selected initial rounding bits in the destination's low bits. Bits 0–1 select f32 rounding; bits 2–3 select f16/f64 rounding. Missing mode metadata retains the legacy round-to-nearest-even assumption. Reading other MODE fields or hardware registers throws.
An immediate MODE write confined to the rounding fields is accepted only when its selected replacement bits equal the initial state. Source bits above the selected width are ignored. s_round_mode similarly compares its low four immediate bits with the initial rounding fields. A state-changing write or an SGPR-sourced MODE write throws with its instruction and program counter. Runtime transitions require control-flow-aware mode tracking and matching arithmetic lowering. Writes to other hardware registers retain their existing behavior and remain technical debt.
The register layout and instruction contract follow AMD RDNA2 ISA sections 5.8 and 6.4, Table 24, cross-checked against LLVM 20.1.8's hardware-register encoding and MODE state analysis. This contract does not establish arithmetic support for every initial mode or console-specific behavior.
agc_shader_mode_register decodes instruction words, builds the control-flow graph and checks production translation without a Vulkan device. It covers rounding subfield reads, masked constant writes, branches, unsupported runtime changes and diagnostics, plus mode propagation through full recompilation. The requirements remain active in Release; CTest bounds execution to 20 seconds.