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* [HLE] Let schedulers report guest thread stack bounds

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* [Core] Report the mapped stack of each guest thread

Co-authored-by: Sekai <140012992+igettingit@users.noreply.github.com>

* [Kernel] Validate pthread stack bounds before reporting them

Co-authored-by: Sekai <140012992+igettingit@users.noreply.github.com>

* [Kernel] Report every guest thread's stack in pthread attributes

Co-authored-by: Sekai <140012992+igettingit@users.noreply.github.com>

* [Kernel] Publish semaphore handles as 64-bit values

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* [Kernel] Accept zero-count semaphore signals

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* [Kernel] Route semaphore waits through one core

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* [Kernel] Poll host semaphore waits and deliver guest exceptions

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* [Kernel] Add scePthreadSemTimedwait

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* [Kernel] Remove every pending copy of a deleted event

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* [Kernel] Block timed event queue waits in the guest scheduler

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* [Kernel] Refresh pending user data when an event is re-added

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* [Kernel] Keep every end-of-pipe interrupt event

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* [Kernel] Track deadlines and POSIX results on sync waiters

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* [Kernel] Poll host sync waits in bounded slices

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* [Kernel] Share the sync-on-address wait and wake cores

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* [Kernel] Add _umtx_op wait and wake

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* [Np] Track WebApi2 user contexts and push filters

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* [Np] Add sceNpWebApi2PushEventDeleteHandle

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* [Np] Add sceNpWebApi2PushEventRegisterCallback

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* [Tests] Cover kernel sync, pthread stack bounds and NpWebApi2

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* [GPU] Accept HTile-backed compressed stencil targets

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* [Tests] Cover HTile-backed compressed stencil targets

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* [GPU] Accept stencil targets with or without HTile backing

* [Tests] Cover stencil compression with and without HTile

* [ShaderCompiler] Treat V_CMPX as an EXEC write in every encoding

* [Tests] Cover SDWA V_CMPX in the EXEC-full analysis

* [GPU] Give images first found without metadata the DCC metadata of a texture request

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* [Tests] Cover DCC metadata adopted from a texture request

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* [GPU] Number command stream submissions in admission order

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* [GPU] Queue control barriers behind accepted command streams

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* [GPU] Cancel pending control barriers when the command stream fails

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* [GPU] Cancel pending control barriers when the command stream is discarded

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* [GPU] Run relay work after accepted command streams

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* [VideoOut] Order relay work behind the presenter command stream

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* [GPU] Let backends run work after pending command streams

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* [VideoOut] Run state changes after pending command streams

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* [Metal] Run state changes after pending command streams

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* [VideoOut] Close ports after pending command streams

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* [VideoOut] Unregister buffers after pending command streams

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* [Tests] Cover ordered video-out state changes

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Co-authored-by: Sekai <140012992+igettingit@users.noreply.github.com>
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README.md

SharpEmu

An experimental PlayStation 5 emulator for Windows, Linux and macOS.


Join our Discord

Join our official Discord server for development updates, compatibility discussions, support, and community chat.


Support SharpEmu


[!IMPORTANT] Official channels: Only sharpemu.app and the links listed in this GitHub repository are affiliated with SharpEmu. Any other websites, accounts, or donation pages are unofficial and unauthorized.

[!NOTE]
SharpEmu supports Windows x64, Linux x64, and macOS x64. Apple Silicon Macs can run the macOS x64 build through Rosetta 2, and Windows on ARM devices (e.g. Snapdragon) can run the Windows x64 build through Windows' built-in x64 emulation.

[!WARNING]
SharpEmu is an experimental PS5 emulator developed from scratch in C#. The current focus is on accuracy and infrastructure setup rather than game-specific compatibility.

Info

SharpEmu is an emulator project currently in its early stages of development.

This project is developed purely for research and educational purposes. There are no commercial goals associated with it. We enjoy learning about system architecture and reverse engineering.

SharpEmu focuses exclusively on the PlayStation 5.
Our goal is not to emulate PS4 games, as there is already an excellent emulator dedicated to that platform: ShadPS4.

Games Tested

Demons Souls Remake Astro Bot
DeS screenshot Astro Bot
Hades Dead Cells
Hades Dead Cells
PAC-MAN World Re-PAC Tomb Raider V Remastered
Pac-Man Tomb Raider V

Status

The emulator can currently load the eboot.bin of real games, execute native CPU instructions, and partially handle gpu-related functionality. Included 3D games.

SharpEmu supports Windows, Linux, and macOS hosts. Video output uses Vulkan on Windows and Linux, and MoltenVK on macOS. Platform support is still experimental, so compatibility and performance vary by game, operating system, and GPU driver.

Using

Download the release archive for your operating system, extract it, and launch SharpEmu with the path to a legally obtained game's eboot.bin.

Or command line;

Windows PowerShell:

.\SharpEmu.exe "C:\path\to\game\eboot.bin" --log-to-file

Linux and macOS:

chmod +x ./SharpEmu

./SharpEmu "/path/to/game/eboot.bin" --log-to-file

SharpEmu supports environment variables that can be configured from the GUI. Undocumented variables are listed here: docs/sharpemu-gui-undocumented-env-vars.md

You can set them per game or globally in the GUI, or pass them directly through the CLI.

A Vulkan-capable GPU and current graphics driver are required. The macOS release includes the MoltenVK Vulkan implementation.

[!IMPORTANT]
This project does not support or condone piracy.
All games used during development and testing are dumped from consoles that we personally own.
Users are expected to use legally obtained copies of their games.

Build

  1. Install the .NET SDK version specified in global.json.
  2. Clone the repository: git clone https://github.com/sharpemu/sharpemu.git
  3. Open the solution file (SharpEmu.slnx) in VSCode.
  4. Build the project: dotnet build or dotnet publish
  5. Build artifacts will be located in the artifacts directory.

Disclaimer

SharpEmu is an experimental emulator intended for research and educational purposes.

This project does not contain any copyrighted system firmware, game data, or proprietary PlayStation assets.

Special Thanks

The following projects were extremely helpful during development:

  • ShadPS4
    Helped with understanding the basic architecture of the PlayStation 4.

  • Kyty
    One of the few PS5 emulator projects available and very useful for studying native code execution.

  • Ryujinx
    Provided valuable references for filesystem handling and low-level C# implementation patterns.

License

Support

Support SharpEmu via GitHub Sponsors or cryptocurrency. Every contribution helps fund ongoing development and long-term maintenance. GitHub Sponsors is the preferred way to support the project, but cryptocurrency donations are also appreciated.

ETH/USDT

0xF315F5d986c790bB3A58DbE60F1B2760997dEd82

BTC

bc1qmr9k8899njys5ny63xsues4jgmkk96erslrkmv

Contributing

Before opening an issue or pull request, please read our contribution guidelines:

CONTRIBUTING.md

The guide covers:

  • Coding style and formatting
  • AI-assisted contributions
  • Pull request expectations
  • Testing guidelines
  • Legal and reverse engineering policy