From 7745a3c92d32e8d063989127e3fc3a00ecfbc745 Mon Sep 17 00:00:00 2001 From: jpolo1224 Date: Tue, 11 Aug 2026 22:01:43 -0400 Subject: [PATCH] Apply the README trim from PR #28 Reverted during the merge on the assumption it was a contributor's deletion; it was a deliberate one, so take it as authored. --- README.md | 31 ------------------------------- 1 file changed, 31 deletions(-) diff --git a/README.md b/README.md index ceba23f03..e8e3f2e95 100644 --- a/README.md +++ b/README.md @@ -1,39 +1,8 @@ ARMSX3 ====== -Proof of concept Android port of RPCS3. - Uses the latest RPCS3 upstream code (the recent ARM64 improvements included). -Status ------- - -From my testing, I only tried Skate 3. It boots, loads and reaches gameplay at roughly 20 to 30 fps on a -Snapdragon 8 Gen 2. Rendering, audio, touch controls and physical controllers -work. Almost nothing else has been tested. So the main stop gap at the moment is performance/speed. - -Differences from upstream RPCS3 -------------------------------- - -Some of the fixes here are not in upstream and affect any ARM64 build, not only -Android: - -* Shaders declared runtime sized arrays inside uniform blocks, which requires - VK_EXT_shader_uniform_buffer_unsized_array. Adreno does not support that - extension, so every game pipeline failed to compile and nothing rendered. - Concrete array bounds are emitted when the extension is missing. - -* The ARM64 SPU block verification checksum folded two thirds of every block - through an absolute difference. That collides on the near identical job - binaries an SPU job manager streams through the same local store address, so - a cached block could end up running against another job's code. It sums now. - -* Thread affinity was compiled out on Android, and the core had no ARM - big.LITTLE topology, so SPU and RSX threads were never placed on the fast - cores. - -* The LLVM JIT target was pinned to cortex-a34, an in order core from 2016. It - detects the host now. Building --------