Snapdragon Game Super Resolution 1.0, mobile variant: a single-pass edge-directed spatial upscaler Qualcomm wrote for Adreno. Against FSR1 it is one dispatch instead of two and one target instead of two, which is what makes it worth having on a phone -- cheaper, not better. Licensing is the reason this is a reimplementation rather than a port. Suggested by CamilleLaVey, who made the same filter work in Eden, but Eden's glue is GPL-3.0-or-later and RPCS3 is GPL-2.0-ONLY, so none of it is used -- the same blocker that stopped the LSFG adoption, and permission cannot fix it because Eden has other contributors. What IS used is Qualcomm's BSD-3-Clause release, which is GPL-2.0 compatible, with the copyright notice kept. The crop mapping and the widened sharpness range are reimplemented from a description of what they do, which is not copyrightable. Qualcomm ship it as a fragment shader over a fullscreen triangle; this is a compute pass because that is what the VK device layer already schedules. The interpolated texcoord becomes a UV from the invocation id and the fragment output becomes an imageStore, with a bounds check because a dispatch rounds up to whole workgroups. The push constant offsets were read out of the compiled SPIR-V rather than derived from the struct -- 0/8/16/24/32/40, 44 bytes -- because a mismatch there produces garbage that looks exactly like a shader bug. glslc also type-checks the GLSL, which the native build cannot: shaders here are compiled at runtime, so a broken one builds fine and fails on device. No vendor gate, deliberately: its requirements are a strict subset of FSR1's (textureGather with a constant component and no offset, an rgba8 storage image, one descriptor set), so anywhere FSR1 runs, this runs. It no-ops when the frame is already at or above output resolution, which is correct and indistinguishable from broken, so the setting text says so. Wired at all five places the mode is represented: the enum (appended, never inserted -- it is serialised by ordinal in savestates), the fmt_class_string case (a missing one serialises as 'unknown' and the mode is silently never selectable), the VK dispatch, both Kotlin pickers, and the persisted clamp that would otherwise rewrite the new value straight back to FSR.
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