Brian Degenhardt 2d73c39f03 GS: lift the r44p1 GL fetch blocklist -- the field chose the fast path
Delete gl-arm-r44p1-attachment-self-read from the driver-bug database, so
r44p1 Mali takes GL_ARM_shader_framebuffer_fetch again on GLES and -- because
GSUtil::AndroidAutoPrefersVulkan asks the same table -- Auto resolves back to
OpenGL on those devices.

The rule was correct about the defect and wrong about the trade. Through
2.6.6.4 the gate it formalised was inert: the Mali profile block re-enabled
the ARM backend moments after the gate disabled it, so every r44p1 device
shipped on GL + fetch. 2.6.6.5 made the gate actually engage, and on GLES --
where fetch and the texture barrier are one capability -- every
self-referential draw became an RT copy plus a tile flush. Shadow of the
Colossus fell 30 -> 7 fps on the Anbernic RG 477V and users mass-downgraded
to 2.6.6.4. Offline replay of that scene under the device's feature shape
shows why no smaller fix could win the speed back: 890 render-target copies
and 938 render-pass breaks a frame against 1664 draws -- and a 2.6.6.4
replay under the same shape produces the same ledger (901/948/1664), so the
old build's speed WAS the in-tile read, not better GS decisions.

The known cost is unchanged from 2.6.6.4: r44p1's fetch corrupts some
content (MGS3 observed; most likely the driver grants the tile-read slot per
attachment format and silently degrades denied reads to memory fetches
inside a live feedback loop). Vulkan stays available as the
correct-rendering choice for those games, and its own r44p1 rule is
untouched -- there the in-tile read is a device loss, and the RT copy is an
ordinary image copy rather than a tile flush.

Unlike 2.6.6.4, the restored path is ordering-correct: db41082150 taught the
barrier-drop logic that ARM's fetch orders overlapping primitives by spec.

gs_vertex_tests 64/64, with the driver-profile pins flipped to assert the
restoration on GL and the copy path on Vulkan.
2026-08-12 10:57:40 -07:00
2022-11-29 09:46:18 +00:00
2024-01-14 14:18:03 -05:00
2026-04-03 12:41:47 -04:00
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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