jpolo1224 35b374f068 VK: turn frame generation pipelining back on
The serialised path submits the frame, then blocks on that whole submission
before framegen may read the capture, then blocks again on framegen's device.
Two full stalls per frame, one of them a complete frame of GPU work on the
critical path. That is the reason frame generation costs more than it gives
back on this hardware.

Pipelining exists to remove the first of those: it runs a frame behind and
interpolates the pair ending at the PREVIOUS frame, which the game has had a
whole frame to finish, so the wait is normally already satisfied when it is
reached.

It was disabled because the held-back frame could be recycled underneath it.
That is fixed at the choke point in the commit before this one, so this is
the switch and nothing else.

Kept as its own commit deliberately: if the pipelined path misbehaves on
device, reverting this alone returns to the serialised path with the reclaim
fix still in place.
2026-08-19 23:16:26 -04:00
2026-07-31 18:41:29 +02:00
2026-06-14 16:05:41 +02:00
2024-12-28 19:58:59 +01:00
2020-12-06 15:30:12 +03:00
2020-11-12 23:43:38 +03:00
2024-11-16 15:10:20 +01:00
2025-11-02 14:22:11 +02:00
2026-08-18 16:30:45 -04:00
2026-06-21 16:37:09 +02:00

ARMSX3

Uses the latest RPCS3 upstream code (the recent ARM64 improvements included).

Building

arm64-v8a and armv8.2 is supported. You need the Android SDK with NDK r27 or newer, CMake 3.30 or newer, and a JDK 17. Android Studio ships all of these.

Clone with submodules, then fetch the two third party checkouts that are not submodules:

git clone --recursive https://github.com/ARMSX2/ARMSX3.git
cd ARMSX3
git clone https://github.com/SnowflakePowered/librashader 3rdparty/librashader
git clone https://github.com/bylaws/libadrenotools android/armsx3-ui/app/src/main/cpp/libadrenotools

Build the core. This is the long part and produces an unstripped library of around 1.3 GB:

export ANDROID_HOME=$HOME/Library/Android/sdk
cmake -B build-android -G Ninja \
  -DCMAKE_TOOLCHAIN_FILE=$ANDROID_HOME/ndk/<version>/build/cmake/android.toolchain.cmake \
  -DANDROID_ABI=arm64-v8a -DANDROID_PLATFORM=android-31 \
  -DCMAKE_BUILD_TYPE=RelWithDebInfo
cmake --build build-android --target rpcsx-android -j8

Strip it and put it where the app expects it:

llvm-strip --strip-unneeded build-android/android/libarmsx3-core.so
cp build-android/android/libarmsx3-core.so \
   android/armsx3-ui/app/src/main/jniLibs/arm64-v8a/

Then build the app:

cd android/armsx3-ui
export JAVA_HOME="/Applications/Android Studio.app/Contents/jbr/Contents/Home"
./gradlew :app:assembleRelease

The apk lands in app/build/outputs/apk/release/.

Note that the core library has to be rebuilt and copied again whenever anything under rpcs3/ or android/src/ changes. Gradle does not build it for you.

The Discord Social SDK is proprietary and is not redistributed here. Get it from Discord's developer portal and drop it in app/libs/ and app/src/main/cpp/discord_sdk/ if you want that feature. The build skips it otherwise.

Running it needs PS3 firmware, which is not included. License

GPL-2.0-only, the same as RPCS3. See LICENSE. Some files may be licensed differently, check the file headers.

Based on RPCS3, https://github.com/RPCS3/rpcs3

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