The content key of a compute stage leaves the base address and size of its read-only guest buffers out, as a draw's key does. A template hit whose such buffers moved is proved the way a draw's is (ShaderResources::MovedDispatchBuffers: read-only, read in place when built, in reach, nothing pending over the new range) and binds snapshots of the new ranges in a descriptor set of its own, kept with the batch that records the dispatch. A refused proof builds the dispatch fresh, as before. APS5_NO_DISPATCH_MOVE=1 turns the path off, APS5_DISPMOVE_MAX_KIB caps the bytes snapshotted per dispatch. A template whose storage image lies over memory that a depth surface covers is no longer proved from stamps (fastRevalidate): cachedStorageTexture answers such a binding with the plane's colour mirror, copied in from the depth image for every use, and nothing stamps the appearance of a depth surface after the build. The full walk decides, and a stale image can no longer be copied over the depth image. Tests: Graphics.cpp (verdicts of the proof), execution DispatchMove (real device: moved, exact, shortened, stored-over, own-output and written-range refusals) and DispatchMoveDepth (a depth surface appearing over a template's plain storage image, planes inside and outside the write watch, imports watched and unwatched).
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.