When the embedded vertex fetch adds the base vertex or start instance user SGPR to the index VGPR, the driver folds that SGPR into the draw's first vertex and first instance. v5/v8 were gl_VertexIndex and gl_InstanceIndex, which already include it, so the translated add counted it twice, on direct draws and CPU-path indirect records alike. The entry of a vertex or local program now subtracts the folded SGPR's user data word from the builtin, which gives the zero-based indices the hardware has. A record drawn in place on the GPU keeps the CPU's word, so the fetch analyzer counts the SGPR as shared unless the fetch add is the only reader of v5/v8 and the SGPR (no earlier access or EXEC write, no carry, clamp, second add or other write of the SGPR); such records take the CPU path. The fold moves into Driver::FoldDrawOffsets, ClassifyIndirectDraw becomes public for the test, and the env switches that skipped the fold go. |
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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, 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.