AlxcBTW e74484e0fb perf(agc): spin before blocking on the GPU mutex and the draw committer hand-offs
At the Minecraft Dungeons II title the queue-0 worker, the draw committer and the compute worker
hand work to each other 49,000 times per 10 s through the GPU mutex, the committer's condition
variable and DrawPipeline::Drain, and each hand-off that has to wait costs a kernel wake-up. The
three workers are busy 21-34 % of the time: the GPU idles because the chain of hand-offs is slow,
not because a thread runs out of CPU.

GpuMutexType::lock retries try_lock for a window before it blocks, the committer polls its item
count for the window before it waits on its condition variable, and Drain polls for twice the
window before it waits for the committer. A hand-off that completes within the window costs no
wake-up. The window is 150 us on machines with at least 8 logical processors and 0 below that;
APS5_HANDOFF_SPIN_US sets it (0 turns it off). Ordering and the lock's semantics are unchanged.
The test agc_handoff_spin covers the window policy, the spin helpers and contended locks, and
docs/dev/ARCHITECTURE.md describes the spin.
2026-10-16 14:19:43 +02:00
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
174 MiB
0 Stars 1 Watchers 0 Forks
v0.1.2
Latest
2026-10-18 21:51:30 -05:00
Languages
C++ 93%
Python 4.7%
CMake 2.2%