On MinGW, thread_local storage is emutls: libgcc frees a thread's blocks from a winpthread key destructor when the thread function returns, and the CRT runs the thread_local destructors later, from the module's TLS callback at thread detach. The destructors of the driver's non-trivial thread_locals (the deferred label queue, packet profile, capture and revalidation scratch vectors, build profile, memory counters, disk cache buffers) therefore ran on freed storage. Under the debug heap the flip test failed on every run at the queue worker's exit after the injected flip failure; without it the use-after-free showed up as intermittent heap corruption or a stack overflow on the Windows CI job. ShaderRecompiler::ThreadOwned keeps such state behind a trivially destructible thread_local pointer and deletes it from its own pthread key destructor, which receives the objects directly instead of reading emutls. The driver no longer registers any thread_local destructor. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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| core | ||
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| tools | ||
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| CMakeLists.txt | ||
| CONTRIBUTING.md | ||
| LICENSE | ||
| README.md | ||
README.md
About
Tool for automatic executables porting to Linux and Windows.
Includes a relinker that converts executable to the target system's native format and implementations of system prx libraries suitable for dynamic linking. No emulation or separate runtime process.
Usage, Build instructions, Technical debt of the project, code style conventions, contributing
Status
* System libraries: percentage of the functions known to the project so far (declared in core/libs/prx), not of every PS5 system function. The total grows as more functions are declared.
Dreaming Sarah (2D platformer) runs at a stable 60 fps on a GTX 1050 Ti / i5-7500 3.4GHz.
Unsupported or unexpected states strictly throw std::runtime_error. what() is printed to stderr and the process terminates.
The shader recompiler successfully produces SPIR-V (validated via Spirv-Tools when built with ANYPS5_ENABLE_SPIRV_TOOLS).
Compatibility
See the game compatibility list for tested games and known issues.
Input mapping
SDL-mapped game controllers are supported, including analog sticks and triggers. Keyboard and mouse controls can be configured with an anyps5-input.ini file. See input mapping for the supported devices and configuration format.
Disclaimer
This project is intended for interoperability, research, preservation, and compatibility purposes. It does not include, distribute, or require copyrighted software, firmware, cryptographic keys, or proprietary libraries. Users are responsible for ensuring that any binaries used with this project are obtained and used in accordance with applicable laws and their respective license terms.
License
This project is licensed under the GNU General Public License version 2 only.