The 9-word kernel #3816 matches stores one dword per thread, loaded with s_buffer_load_dword through the descriptor in user[4..7]. Run as a compute dispatch, its stores are pending writes of unknown value, so a later read of DCC keys in that range waits for the GPU. fillBuffer now takes it as a uniform buffer fill when all of these hold: - the output descriptor's format is 32_UINT, 32_SINT or 32_FLOAT (20-22), so buffer_store_format_x stores the loaded dword unchanged; - the value descriptor covers the loaded dword: num_records times the stride (num_records alone when the stride is 0) is at least 4 bytes, the range the recompiler gives a scalar buffer load; - exactly 8 user SGPRs and group id X enabled, so the group id is s8; - a direct, non-partial dispatch, 64x1x1 threads, one group in Y and Z, and a 16-byte aligned range of whole 16-byte units. The value is read when the fill is recorded, after the labels queued before it, as the pattern-fill kernel's source is. When the value is one byte repeated and that byte is a DCC key code, the fill goes into the GPU key-store memo whatever ClassifyFill reports: the memo answers a key read only while this fill is still the newest pending write over the keys, and a fill over a color target's keys is not a storage image's keys fill. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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.
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.