BUILDING.md was RPCS3's desktop build guide and had nothing about Android, so it
was misleading here. Removed it and put real Android build steps in the README
instead. Also dropped the status file, it was working notes and not much use to
anyone reading the repo.
Adds an Android build of the RPCS3 core plus a Compose UI, and fixes several
things that stopped it working on ARM64.
Renderer:
- Emit concrete bounds for runtime sized arrays in uniform blocks when
VK_EXT_shader_uniform_buffer_unsized_array is missing. Adreno does not have
the extension, so every game pipeline failed with VK_ERROR_UNKNOWN and only
overlays drew.
- Probe and request that extension properly instead of chaining its feature
struct unconditionally.
- Hand VMA the Vulkan function pointers it needs under VK_NO_PROTOTYPES.
- Rebuild the surface and swapchain when the window is lost instead of killing
the RSX thread.
- Only create a GLES context when the GL renderer is actually selected.
SPU:
- Sum instead of taking an absolute difference in the ARM64 block verification
checksum. The difference collides on the near identical job binaries an SPU
job manager streams through one local store address, so a cached block could
run against another job's code.
Threading:
- Implement thread affinity on Android using sched_setaffinity.
- Add an ARM big.LITTLE core arrangement so SPU and RSX threads land on the
fast cores.
Misc:
- Detect the host CPU for the LLVM JIT instead of pinning cortex-a34.
- Fall back to the default audio device when cubeb cannot enumerate.