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PS5 OpenGL 4.6 SDK 1.0.0 Stable
released this
2026-10-01 06:15:43 -05:00 | 26 commits to main since this releaseHighlights
- Passes the complete Khronos OpenGL 4.6 conformance test run on a PS5: 122,799 results, 98,590 Pass, 24,205 justified NotSupported, 4 compatibility warnings, 0 failures (report, evidence). The results were not submitted to Khronos; this is not Khronos certification.
- Fixes found by that run: tessellation with a geometry shader, depth and stencil cache flushing before CPU clears and readbacks, tessellation state, transform feedback order and several smaller defects.
- EGL creates robust-access, reset-notification and no-error contexts.
- The showcase holds 4K at 120 FPS on a display that takes 4K at 120 Hz.
The conformance result belongs to the test application built from this source, as the report states.
Experimental OpenGL 4.6 Core / GLSL 4.60 SDK, built from this tag. Includes all 657 OpenGL 4.6 Core entry points, compiled libraries, headers, source examples/dependencies, licenses, checksums and provenance. Host tests and relocated Make/pkg-config/CMake links passed. These freshly built binaries have NOT been validated on a PS5; hardware, CTS and performance results belong to their recorded binary identities. The ps5-opengl-showcase zip is the OpenGL 4.6 showcase demo app (PPSA99005) built against this SDK: extract it and upload its PPSA99005 folder to /data/homebrew/.
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PS5 OpenGL 4.6 SDK 0.6.0 Stable
released this
2026-09-28 20:57:50 -05:00 | 47 commits to main since this releaseFast compute dispatches. glDispatchCompute used to run synchronously, costing about 1.1 ms of CPU per dispatch. It is now queued in the driver's batched command stream, with no CPU wait, and costs about 15-35 us.
- CPU cache flushes: a resource is flushed only if the CPU wrote it since it was last flushed. Results a dispatch writes are invalidated at the next CPU access instead of after every dispatch.
- Batched execution: dispatches go into the deferred batch. On the GPU, each dispatch waits for earlier draws and later draws wait for it, so glMemoryBarrier keeps its ordering. A barrier no longer submits the batch while only queued dispatches are pending.
- Program cache: compiled compute programs are cached per shader. Command memory for each dispatch is pooled and reused once its batch retires.
- Synchronous fallback: dispatches with private/scratch memory, writes to persistently mapped buffers and indirect-argument readback still run synchronously. They benefit from the flush changes.
Measured on a PS5 with a local build of the same source (the OpenGL 4.6 showcase at 4K, with its 11-pass bloom as compute):
CPU ms/frame 0.5.0 0.6.0 compute bloom, 11 dispatches 12.6 0.17 frame rate 48 FPS 120 FPS The ps5-opengl-showcase zip is the OpenGL 4.6 showcase demo app (PPSA99005), built against this SDK. Extract it and upload its PPSA99005 folder to /data/homebrew/.
This is an experimental OpenGL 4.6 Core / GLSL 4.60 SDK, built by CI from tag v0.6.0. Host tests, compiler tests, the capability audit and relocated Make/pkg-config/CMake consumer checks passed. These CI-built binaries have NOT themselves been run on a PS5. Hardware results belong to the local build noted above.
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PS5 OpenGL 4.6 SDK 0.5.0 Stable
released this
2026-09-28 17:25:58 -05:00 | 60 commits to main since this releaseOne SDK for every display: 1080p, 1440p or 4K at 60 or 120 Hz, chosen at runtime (ps5_opengl_display_modes.h; see docs/display-modes.md). Starts at 1080p60, so existing apps behave as before; a display without 120 Hz stays at 60 Hz. Built from tag v0.5.0 (
28c9353) with the repository's release steps (make sdk-gl46 with its compiler and capability tests, relocated Make/pkg-config/CMake consumer checks, bundle checksums). Runtime mode switching was exercised on a PS5 by ProsperoPuzzles: 1080p, 1440p and 2160p switches in about 70 ms, each holding 60 FPS. See the bundled README.Downloads
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PS5 OpenGL 4.6 SDK 0.4.1 Stable
released this
2026-09-28 14:53:28 -05:00 | 63 commits to main since this releaseOpenGL 4.6 Core / GLSL 4.60 SDK built from tag v0.4.1 (
fe5dd4f), 1080p60 profile. Includes the presentation, native preparation and descriptor publication fixes since 0.3.0. Built with the repository's release steps (make sdk-gl46 with its compiler and capability tests, relocated Make/pkg-config/CMake consumer checks, bundle checksums). These binaries have not been validated on a PS5 as a bundle; see the bundled README.Downloads
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PS5 OpenGL 4.6 SDK 0.3.0 Stable
released this
2026-09-19 20:31:02 -05:00 | 180 commits to main since this releaseExperimental OpenGL 4.6 Core / GLSL 4.60 SDK, built from this tag. Includes all 657 OpenGL 4.6 Core entry points, compiled libraries, headers, source examples/dependencies, licenses, checksums and provenance. Host tests and relocated Make/pkg-config/CMake links passed. These freshly built binaries have NOT been validated on a PS5; hardware, CTS and performance results belong to their recorded binary identities. Review the bundled README before publishing.
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released this
2026-09-09 18:25:47 -05:00 | 599 commits to main since this releasePS5 OpenGL SDK 0.2.0
Optimized OpenGL 3.3 Core / GLSL 3.30 with separate fixed 4K120 and
1440p120 GL/EGL + SDL2 SDKs. This remains an experimental prerelease, not
Khronos certification or a universal compatibility/stability guarantee.Changes
- GPU-native paths for eligible scaled/filtered/flipped/scissored blits, MSAA
color resolves, large clears, additional color formats and mip/layer work. - A depth-only framebuffer fix keeps unused color-placeholder bounds independent
of scanout size. Pixel/state/counter regressions cover the optimized paths. - Frozen static libraries and headers, relocatable Make/pkg-config/CMake metadata,
complete project/dependency sources, examples, notices, checksums and evidence.
Qualification of these exact binaries
4K: 202/202 sampled CTS executions, 82 focused GPU cases, SDL 180 frames/two
pixel probes and 14 clean final native cycles. ImGui window/offscreen measured
119.883/119.897 FPS; 128 cubes measured 58.09/117.41 completed FPS for
ordinary/instanced draws, over 30 seconds per mode. Application gates recorded
native 2160p119.88 HDMI and 59.94-Hz restoration; negotiation is not an independent
per-frame TV measurement or arbitrary-game FPS guarantee.The two-minute session passed tracked memory checks with zero steady growth
and balanced GPU allocations. Startup-inclusive cadence remains a partial
pass: first window 113.6 FPS, subsequent windows 119.83–119.87 FPS. Three paced
launch/exit runs passed nine EGL sessions/54 pixels. Earlier immediate recreation
caused HDMI reconnects; rapid mode churn remains unqualified.1440p: separately built and host-checked only; no inherited 4K native results.
No ten-minute test, duplicate 1440p hardware run or new full CTS campaign is claimed.
Two explicitly identified extreme-axis CTS executions are deferred because prior
single-case durations exceeded 120 seconds. Historical full-campaign results apply
to their own older binary, not these downloads.Both archives passed archive/root checksums, all 246 files, both SDK manifests
and three GL plus two SDL consumer builds after fresh extraction.
Hosted host/software-GL checks passed for both
main and
the release tag.
See scope, evidence and use
and remaining limits.
An already configured native homebrew environment and pinned external toolchain/title
boilerplate remain prerequisites. Do not mix libraries between display profiles.Identities and checksums
Runtime/SDL source:
eb4b1b705fcdcc59d68c8275b1c4a02ec8781c91.
Packaging and bundled source snapshot:bbdc918c1f83502f1f97952cdb06e8f5deb297bd.
The tag also includes later publication documentation; runtime and archive bytes
are unchanged. Bundled provenance retains its preparation-time wording.fb05ad9d3bc9497cee3a99cb33bb132f60707a1256bc08233c86af9c53653c10 ps5-opengl-sdk-0.2.0-2160p120-sdl2.tar.gz 59251697dd6e97ac0ac4b885faa00066cce2f430a97454dc807ff46a43c83c10 ps5-opengl-sdk-0.2.0-1440p120-sdl2.tar.gzOlder releases/assets are unchanged. Fresh CI builds are separate, host-checked
binaries and do not replace these frozen archives or inherit their native results.Downloads
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- GPU-native paths for eligible scaled/filtered/flipped/scissored blits, MSAA
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released this
2026-09-09 11:09:57 -05:00 | 628 commits to main since this releaseExperimental OpenGL 3.3 Core + SDL2 SDKs, with corrected depth/stencil mip blits, packed mip clears, depth-array/MSAA handling and CPU depth-clear improvements. These are the exact preverified G55 archives, not fresh CI rebuilds. Older releases are unchanged.
Choose a profile
Profile Qualification of these binaries 2160p120 / 4K120 Six passing focused native checks: mip blits, depth-array/MSAA, multisample-array fetch, depth targets, ImGui and SDL. ImGui/SDL logs confirm matching 2160p119.88 HDMI and restoration to 2160p59.94. 1440p120 Build/host-checked only; no separate native run. By owner decision, 4K is the hardware release gate and duplicate 1440p console runs are omitted after it passes. This is not inherited hardware acceptance. The 4K mip-blit batch passed 112 cases, checking 1,373,440 depth pixels and 1,018,240 stencil pixels with zero mismatches. All six native cycles closed cleanly. SDL checked 180 frames and two exact pixels; SDL FPS was not measured. The short ImGui window averaged 113.63 FPS including startup; it is diagnostic, not a sustained 120-FPS benchmark.
Each archive includes compiled GL/EGL and SDL2 libraries, headers, Make/pkg-config/CMake metadata, examples, complete project/dependency sources, licenses, manifests and scoped provenance. All 244 file checksums, both SDK manifests and five extracted consumer compile/link checks passed per archive. Local host/staging checks and 43 packaging regressions passed. The new staging regressions are required by the host and SDK-build workflows.
Verification and use
Download one
.tar.gzand its matching.sha256file. Verify before extracting into a new directory:sha256sum --check ps5-opengl-sdk-<version>.tar.gz.sha256 tar -xzf ps5-opengl-sdk-<version>.tar.gz cd ps5-opengl-sdk-<version> sha256sum --check SHA256SUMSUse the matching
sdk/andsdl2/prefixes; do not mix profiles. The public payload SDK and native-app boilerplate remain separate prerequisites. No ready-to-launch app, firmware modules, console-enablement code or raw console logs are included.See the G55 release guide and limitations. The frozen archives retain their original preparation-time documentation/status; these release notes record subsequent publication without rewriting the tested artifacts.
Exact identities
Archive Bytes SHA-256 ps5-opengl-sdk-0.1.0-perf20260909-g55-2160p120-sdl2-focused.tar.gz174453207 5cd937cd2e42e9bb736e4e098a885a50a8e669f2e7c47686fa124eb93b91be2aps5-opengl-sdk-0.1.0-perf20260909-g55-1440p120-sdl2-host-checked.tar.gz174455260 607010cf28b391a6db816eeb289832b2a57f72b38adc38d83ba20695c749b474Runtime/SDL build source:
9f3b6dda933727dad61175b69438005e6f8abf7b. Packaging/source snapshot:6de02989bd292168d2d1625282dc683c83d4ba9d. The release tag identifies later publication source, not a new runtime build. The documented G47 dependency lineage and G51 Mesa replacement remain in the bundled provenance; this is not a fresh full dependency rebuild.Scope, not certification
- The native evidence covers one firmware-6.02 console and the recorded HDMI4 connection. HDMI negotiation logs are not independent per-frame TV measurements or a guarantee of game FPS.
- No new full or sampled CTS campaign. The historical 39,544 accounted results (37,404 Pass + 2,140 reviewed NotSupported) belong to a different frozen runtime. This is not Khronos certification or universal application compatibility.
- Some formats, mips and layers still use CPU staging. The corrected copies are functional fixes, not GPU-copy optimizations. Uniform MSAA samples do not prove individual-sample isolation.
- Multi-hour sessions, suspend/resume, device loss, exhaustive OOM and cross-firmware behavior remain unqualified. SDL2 remains a fixed-window, single-context bridge, not a complete SDL platform. These release runs do not add physical-controller acceptance.
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released this
2026-09-09 05:45:54 -05:00 | 655 commits to main since this releaseExperimental OpenGL 3.3 Core + SDL2 SDKs for native 1440p120 and 4K120 output. These are the exact preverified G47 archives, not fresh CI rebuilds. Older releases and assets remain unchanged.
Choose a profile
Archive profile 30-second ImGui result Captured console HDMI 1440p120(2560×1440)3,597 frames, 119.880050 FPS 2560×1440 at 119.88 Hz; restored to 59.94 Hz 2160p120(3840×2160 / 4K)3,597 frames, 119.879451 FPS 3840×2160 at 119.88 Hz; restored to 59.94 Hz Each profile separately passed an SDL2 native run with 180 frames and two exact pixel probes. Each ImGui run also passed two pixel probes. All four cycles closed cleanly and passed service-health checks. SDL FPS was not measured.
Each
.tar.gzcontains compiled GL/EGL and SDL2 libraries, headers, Make/pkg-config/CMake metadata, source examples, complete project/dependency sources, licenses, manifests and exact-binary provenance. After extraction, all 242 file checksums, both library manifests and five GL/SDL consumer compile/link checks passed per archive. Host regressions passed.Verification and use
Download the archive for the intended fixed profile and its matching
.sha256file. Verify before extraction into a new directory:sha256sum --check ps5-opengl-sdk-<version>.tar.gz.sha256 tar -xzf ps5-opengl-sdk-<version>.tar.gz cd ps5-opengl-sdk-<version> sha256sum --check SHA256SUMSUse the complete matching
sdk/andsdl2/prefixes; do not mix profile libraries. The public payload SDK and native-app boilerplate are separate prerequisites. No ready-to-launch app, toolchain binary, firmware module, console-enablement code or raw console log is included.See the current HFR bundle guide and limitations. The frozen archives retain their original documentation/provenance, including their then-local publication status. These release notes and the repository overview record the later publication; no archive was rewritten just to update wording.
Exact identities
Profile Archive SHA-256 Bytes Packaging source snapshot 1440p120 8c0a91b6951eb96e075464e751ca727c764826e857301518d916244f3ca25538174,370,464 2309e5ca9868fae7b111ad5596bee103e60a4c8e2160p120 38ee215ba2429b0f7ff6e96d3375c674ee2380e629111a15c1fa01cc59d6069e174,370,158 e41dea9d6799c8ad0c4ebe053fcb83174c5ecc55Both retain runtime build source
23a594c3a5fda4135599d0dea8d2bf4dcef47a39. The release tag identifies the later publication/documentation source, not a new binary build. Theperf20260908archive names are intentionally preserved. G47 removes actual private build paths through a recorded runtime rebuild and debug stripping of dependency copies; its reviewed LLVM address-significance metadata exception is documented in the bundled provenance. No general optimization-equivalence claim is made.Scope, not certification
- One recorded firmware-6.02 console and Hisense 55U78N on HDMI4. Native 1440p required the owner's matching output selection. Console HDMI logs are not independent per-run TV measurements or proof of every displayed frame.
- No new sampled/full CTS acceptance for these bytes. The historical 39,544 accounted results (37,404 Pass + 2,140 reviewed NotSupported) belong to a different runtime. This is not Khronos certification or a guarantee of arbitrary game performance.
- SDL2 supports one fixed-size window and one Core 3.3 context. A separate G42 physical controller/reconnect case passed at 1440p; the four release-qualification cycles above do not establish physical-input acceptance for every SDK/device combination.
- Broader formats, mips and layers can retain CPU staging. ImGui's 120-class throughput is not a general 3D/game result. Separate high-resolution memory/lifecycle checks are documented with their own identities; first-window soak cadence remains a partial pass. Multi-hour sessions, cross-firmware behavior, suspend/resume, device loss and exhaustive OOM remain unqualified.
- The older G25 + SDL2 1080p60 preview retains its own 204-execution sample and bounded stability evidence. The new HFR downloads do not replace those results.
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PS5 OpenGL + SDL2 SDK — G25 sampled preview Pre-release
released this
2026-09-08 15:34:28 -05:00 | 695 commits to main since this releaseExperimental 1080p60 developer SDK, pairing the frozen G25 graphics runtime with its tested SDL2 adapter. Not Khronos-certified or a guarantee of arbitrary application compatibility.
Included
- Compiled OpenGL/EGL and SDL2 libraries, headers and relocatable Make/pkg-config/CMake metadata.
- Source examples, complete project/dependency source archives, licenses, checksums and exact-binary provenance.
- A case-level sampled validation report. SDL2 remains optional for applications.
Fresh acceptance for these binaries
- 204/204 selected CTS executions passed (51 cases × four configurations).
- Matched 1080p offscreen 59.95 FPS; ordinary/instanced 128-cube workloads 59.94 FPS, 30 seconds each.
- Ten-minute diagnostic soak: zero steady tracked-memory growth; three EGL sessions pass cleanup checks.
- SDL2: 180 native frames and two exact pixel checks, followed by clean teardown and service-health verification.
- Host regressions and real-SDL sanitizer contract passed. The downloaded-archive equivalent was freshly extracted outside the checkout: all file checksums, all 344 Core exports, and five GL/SDL consumer links passed.
These are bounded checks on one recorded firmware-6.02 console. The historical 39,544 accounted results belong to a different runtime (37,404 Pass + 2,140 reviewed NotSupported), not this SDK. This release does not claim a new full CTS campaign.
Scope and use
SDL2 supports one fixed 1080p Core 3.3 window/context. Physical controller input/reconnect, independent HDMI output, multi-hour sessions, OOM/recovery and other firmware remain unverified. CPU staging remains for some formats/mips/layers. This is not the separate 4K/120 benchmark build.
Download the
.tar.gzand.tar.gz.sha256, verify the checksum, extract into a new folder, then verifySHA256SUMS. Readdocs/sdk-bundle-g25.mdbefore use. The separate verification JSON records fresh extraction/consumer results; it is not another hardware campaign.No ready-to-launch application, firmware module, console-enablement code or toolchain binary is included. The public payload SDK and native-app boilerplate are separate prerequisites. Existing releases/assets are unchanged. The
sdk-*tag preserves the exact accepted bytes without invoking the separate fresh-buildv*CI lane.Downloads
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released this
2026-09-07 20:16:07 -05:00 | 756 commits to main since this releaseExperimental 1080p60 SDK
A frozen, sample-validated OpenGL 3.3 Core / GLSL 3.30 SDK for native PS5
homebrew development. This is an experimental prerelease, not Khronos certification
or a stock-console installation method. Repository visibility is unchanged.Included
- Prebuilt SDK headers, static archives, project-generated import stubs and
Make/pkg-config/CMake integration. - Triangle, ImGui, NanoVG, Sokol and cube benchmark source examples, plus the
project/dependency source archives, notices and licenses. - The 204-result sampled validation report, provenance and SHA-256 checksums.
- Source improvements to batching, mixed clears, CPU surface copies and checked
shutdown. The 128-cube 1080p benchmark measured 59.94 FPS for both ordinary
and instanced draws, with pixel and retirement checks.
No firmware modules, toolchain binaries, raw device logs or ready-to-launch
native app are included. The.sofiles are generated linker stubs.Verification and scope
204/204 sampled CTS executions passed: 51 cases on each of four framebuffer
layouts, with clean lifecycle/health checks on one recorded firmware-6.02 console.
The full matrix remains explicitly incomplete for this optimized candidate.
The historical 39,544-accounted campaign (37,404 Pass and 2,140 reviewed
NotSupported) belongs to a different SDK and is not inherited coverage.All 113 checksummed bundle files verify after extraction. Fresh Make/pkg-config/
CMake consumers link using the extracted SDK, with all 344 Core exports and no
operational dependency on the original runtime checkout. Native Sokol and bounded
EGL recreation checks also passed before packaging.The binary profile is 1080p60. Separate 120 Hz/higher-resolution measurements
are not claims for this archive. Offscreen CPU copies remain a bottleneck;
the measured 1080p render-to-texture workload is about 15 FPS. Full-game performance,
SDL/GLFW integration, exhaustive recovery/stress and broader hardware validation
remain future work. Example applications are supplied as source.Frozen identity
- Runtime source:
cef6c1b869ba3f0c8acaab5b171bbb33eca07f03 - Bundle source snapshot:
a9e9d600f40e66e41f66f927e351efbcb18ec8e0 - Archive size: 238,624,158 bytes
- Archive SHA-256:
1e7d9cd3c4355e8d43c3f1697867e95c04cb7f641fa61cfd4e371857a0b2b6a8
The archive retains its verified preparation-time README/provenance and disclosed
build/debug path strings. Publication does not rebuild, strip or rewrite the SDK.
See the repository's bundle guide
for prerequisites, verification and native-folder integration.Downloads
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- Prebuilt SDK headers, static archives, project-generated import stubs and