TamaleroandClaude Opus 5.5 97a84e3261 fix(recompiler): hold 32 samplers in the runtime sampler heap
A pixel shader of PPSA16833 binds more than 16 samplers outside the
sampler tables. Each takes two heap entries, one per descriptor variant,
so the 32-entry heap refused it with "shader sampler pairs exceed runtime
heap capacity" and the title aborted when a new game started.

The heap now holds 64 entries (32 samplers). Its metadata array is part
of ShaderData, which grows from 14528 to 16064 bytes, still within the
16 KiB uniform buffer every Vulkan device supports; the runtime ABI
version moves to 13 so shaders cached with the old layout are rebuilt.
The overflow message names the sampler count.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 16:36:17 +13:00
2026-08-03 20:02:52 +03:00

About

Tool for automatic executables porting to Linux and Windows.

Web converter - files stay on your device.

anyps5_collage1

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

libraries shaders

progress map

Progress history

* 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.

S
Description
Tool for automatic PS5 executables porting to Linux and Windows
Readme GPL-2.0
256 MiB
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v0.1.2
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2026-10-18 21:51:30 -05:00
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