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.
This is a continuation of my work on #18113.
Addresses issue #18197.
Adds a new checkbox in the I/O settings tab that enables mouse-based
gyro emulation at game startup, making the feature more discoverable to
users.
This change adds a hardcoded mouse-based motion sensor emulation
feature, inspired by how Cemu handles mouse-driven gyro input.
While the game window is focused, holding the right mouse button enables
gyro emulation:
- Mouse X movement feeds Motion X
- Mouse Y movement feeds Motion Z
- Mouse Wheel feeds Motion Y
The axis mapping and behavior were tested with the "Spark Runner"
minigame in _Sly Cooper: Thieves in Time_ and _Bentley's Hackpack_.
In accordance with this minigame, a top-down view motion control scheme
relies on the X/Z axes.
While the right mouse button is being held, mouse deltas are captured
via the Qt native event filter and accumulated in the frontend, then
consumed by the pad thread.
On right mouse button release, motion values are reset to the neutral
center to avoid residual drift.
This input path is intentionally independent of pad configuration and
works even when a keyboard-only profile is selected.
This implementation thus resolves issue #13883 by allowing motion-only
gameplay without requiring a physical motion-capable controller.