DecodeState and the draw precheck rejected DB_SHADER_CONTROL bit 16, PRIMITIVE_ORDERED_PIXEL_SHADER (POPS), which runs the ordered section of overlapping pixels' shaders in primitive order. The bit now reaches the recompiler as a pixel stage field, and such a pixel shader declares PixelInterlockOrderedEXT and runs its whole body between OpBeginInvocationInterlockEXT and OpEndInvocationInterlockEXT; an invocation that a BDA read fault kills ends the interlock first. The POPS collision SGPRs read 0, so a title skips its POPS wait and runs its per-collision loop once. An image_load still reads a sampled binding, which misses an earlier overlapping primitive's image_store in the same draw. The device enables VK_EXT_fragment_shader_interlock when it has fragmentShaderPixelInterlock; without it the recompile throws, as does a nonzero POPS_OVERLAP_NUM_SAMPLES. The field is part of the recompile cache key, the draw key and the serialized request (version 10). |
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| .github | ||
| 3rdparty | ||
| core | ||
| docs | ||
| tools | ||
| .gitignore | ||
| .gitmodules | ||
| 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, Architecture, 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.