jpolo1224 97f082c2cb Wait for memory to recover before starting the next module
Demon's Souls precompiles for 27 minutes and was killed partway through. The
trajectory says why serialising alone could not save it: the process sat between
4.3GB and 5.8GB for the whole run on a 7GB device, so this was sustained
footprint rather than a transient overlap the existing mutex could flatten. It
died when the system wanted memory back, and Zygote logged signal 9 for four
processes at once, so the pressure was not ours alone.

Adds a second tier. Below 2GB free, workers already compile one at a time; below
1GB free, the worker holding that lock now waits for the system to recover before
starting the next module, up to ten seconds, rechecking every 100ms.

The wait happens AFTER taking the serialisation lock deliberately. Waiting first
would have the other worker still allocating, so the wait would be watching
memory it is not allowed to influence.

Safe to wait here because precompilation writes each object to disk and links
none of them: the modules are not mapped into the VM, so is_being_used_in_emulation
is false and no JIT instance is created. Pausing costs time and nothing else.

Bounded rather than indefinite, because failing to compile is worse than
compiling under pressure, and it gives up cleanly if the emulator is stopping.
2026-08-08 21:51:28 -04:00
2026-07-31 18:41:29 +02:00
2026-06-14 16:05:41 +02:00
2026-01-24 09:37:47 +01:00
2025-11-02 14:22:11 +02:00
2026-08-06 09:08:18 -04:00
2026-06-21 16:37:09 +02:00

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

Only arm64-v8a 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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