The bind-time HTILE read covered one word per 8x8 tile from DB_HTILE_DATA_BASE, but main models the HTILE as the pipe-aligned SW_64KB_Z_X metadata (HtileMetadataBytes, the extent HtileFillCovers takes): at 1920x1080, 1856 of the 32400 tile words lie past the first tiles*4 bytes, so they kept ZMask 0 after a store-back. The read and the store-back now cover the whole metadata and run before the surfaces mutex is taken, since both wait for recorded work over the range. The tests' HTILE arrays hold the whole metadata. PPSA25344 (Unreal Engine 5) decodes its depth through HTILE in its Nanite depth export after the depth prepass and takes ZMask 0 as a tile holding the clear value; the new agc_driver_depth_fast_clear_submit case checks that a draw after a fast clear leaves every word expanded.
About
Tool for automatic executables porting to Linux and Windows.
Web converter - files stay on your device.
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.
Discord, 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.
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
Per-game progress (stage reached, open blockers, libraries and GPU coverage) is tracked on the blocker map, a community project built from public GitHub data (source). Test reports go in the Game bring-up discussions, one thread per title.
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.