Brian Degenhardt 030d8a1ff0 GS/OpenGL: decide framebuffer fetch once, in a policy function
CheckFeatures decided m_features.framebuffer_fetch three times across roughly a
hundred lines. The last of them -- the Mali profile block -- tested the raw
GL_ARM_shader_framebuffer_fetch extension instead of the decision the earlier two
had already made, and set the flag unconditionally back to true. So both the
r44p1 driver guard and the user's DisableFramebufferFetch setting were undone a
tenth of a millisecond after they ran, and there was no way to turn framebuffer
fetch off on Mali GL from settings at all. The device log stated the
contradiction in plain language -- "Mali r44p1: disabling framebuffer fetch"
followed by "Active framebuffer fetch backend (Mali profile): ARM" -- which is
why this is about where the decision lives, not about the condition itself.

Move it to DecideGLFramebufferFetch in GSFramebufferFetchPolicy.h: one pure
constexpr function, all inputs explicit, no GL types. CheckFeatures assigns
m_features.framebuffer_fetch once from its result and nothing downstream writes
that flag again.

Two behavioural points fall out of separating them:

- Turning fetch off no longer drags a Mali device to the PowerVR profile. The
  demotion is what it always was, a property of the extension set (a Mali
  profile that cannot reach the ARM shader path is on the wrong profile), but a
  driver blocklist or a user setting is a blend-path choice and must not swap in
  another vendor's tuning as a side effect.
- With fetch off on Mali GLES, texture_barrier already resolves to false at the
  Auto branch above (ARB/NV texture barrier do not exist on GLES), so the
  non-fetch copy blend path the r44p1 comment intends is what actually runs. The
  block's own texture_barrier assignment was redundant in every reachable case
  and is now only a log line.

The backend selection now mirrors tfx_fs.glsl exactly, including its
`#elif HAS_ARM_SHADER_FRAMEBUFFER_FETCH` fallback for non-Mali profiles, and the
reason fetch is off rides on the same line as the verdict.

Verified on an M2 Max under Mesa (GL, EXT fetch): the setting-off arm now logs
"backend (Generic profile): None (disabled in settings)" and the setting-on arm
"backend (Generic profile): EXT/PLS". The Mali arm needs an Android build.
2026-08-08 10:58:18 -07:00
2026-08-07 11:15:34 +02:00
2026-07-18 12:04:18 -04:00

ARMSX2 — Native ARM64 JIT Fork of PCSX2

All Platforms

ARMSX2 is a free and open-source PlayStation 2 (PS2) emulator based on PCSX2. Its purpose is to emulate the PS2's hardware, using a combination of MIPS CPU Interpreters, Recompilers and a Virtual Machine which manages hardware states and PS2 system memory. This allows you to play PS2 games on your phone, PC, or gaming handheld, with many additional features and benefits.

Thank You

The ARMSX2 team is eternally indebted to the PCSX2 project it is based on. We are so fortunate to build on their 20 years of hardcore development.

About This Fork

Project Demo

The upstream PCSX2 project ships an ARM64 interpreter build for ARM, but its high-performance JIT recompilers (EE, IOP, VU0, VU1, and vtlb fast memory) are x86-64 only.

This fork exists to close that gap. The goal is to preserve the correctness features of 20 years of PCSX2 development, while generating the fastest native ARM performance possible.

Current status:

  • EE (Emotion Engine) recompiler — integer, float, MMI, COP0/COP1/COP2, branches, load/store
  • IOP (I/O Processor / R3000A) recompiler — full integer, load/store, branches, coprocessors
  • VU (Vector Unit) recompiler — microVU skeleton + Upper FMAC vector ISA complete; Lower ISA and runtime complete
  • vtlb fast memory
  • Native ARM64 binary builds and boots the PS2 BIOS
  • 2D games are already playable
  • 3D games run

Why LLMs / AI Were Used

A word on methodology:

The x86-64 JIT code in upstream ARMSX2 is already proven correct — it has run thousands of PS2 titles for years. The challenge in this port is not emulator design or JIT theory; it is mechanical translation of a large, well-understood x86-64 assembly codebase into equivalent ARM64 assembly (via VIXL) while preserving the exact same register-allocation contracts, block lifecycle, and recompiler semantics.

Large language models (LLMs) were used as an accelerant for this translation work — pattern-matching x86 JIT boilerplate to ARM64 equivalents, scaffolding emit routines, and keeping the porting velocity high. The JIT logic (block compiler, dispatcher, analysis passes, flag pipelines, clamping rules, Tri-Ace hacks, etc.) is taken directly from the upstream x86 implementation and validated against it. Nothing was hallucinated from scratch.

In other words: the hard engineering was done by the PCSX2 team over two decades. The hard typing — translating ~50k lines of x86 emitter code into ARM64 — is what AI helped compress.

System Requirements

ARMSX2 targets ARM64 across desktop (macOS, Windows, Linux) and mobile (Android, iOS/iPadOS), all from the single shared core. Our setup documentation page contains additional details on software and hardware requirements.

Please note that a BIOS dump from a legitimately-owned PS2 console is required to use the emulator. For more information, visit this page.

Building

Check out our github actions for the latest build recipe

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