Henrik Rydgård
22e65ba80d
Get rid of ugly alignment macros and some other cruft, we now have alignas(16) from C++11
2017-08-31 01:14:51 +02:00
Unknown W. Brackets
7699fa55de
arm: Jit throughmode 16-bit texcoords.
...
It's popular, and this makes decoding such verts much faster.
2017-05-06 22:52:58 -07:00
Unknown W. Brackets
257f8dbbc6
GPU: Remove now-unused vertex decoder funcs.
...
We always convert to float now, so these functions are no longer used.
2017-05-06 18:55:16 -07:00
Henrik Rydgård
440e72d250
Clean up among the logs. Remove MASTER_LOG.
2017-03-06 13:10:23 +01:00
Henrik Rydgard
a272a4ee3f
Improve error message on vertex decoder compile fail. Also disable a broken vertex JIT function until it can be fixed.
2017-03-03 14:19:36 +01:00
Henrik Rydgard
59f5c53040
Fix recent texture scaling bug. Should help #9250
...
Not all cases tested yet.
2017-01-29 14:42:59 +01:00
Henrik Rydgard
98e0ccf1e1
Vertex JIT: Add some missing functions to ARM/ARM64 decoders.
2017-01-25 20:13:29 +01:00
Henrik Rydgård
3d8c94cf90
Fix bug where if the Vertex Decoder JIT failed, we failed to restore mprotect permissions causing a crash
2017-01-25 19:07:13 +01:00
Henrik Rydgard
1dbeca0618
Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth.
2016-12-20 13:42:54 +01:00
Henrik Rydgard
e6757615dc
Follow the ARM calling convention closer in the vertex decoder
2016-12-01 15:56:05 +01:00
Florent Castelli
8c3552de74
cmake: Detect features at compile time
...
Instead of relying on manually passed down flags from CMake,
we now have ppsspp_config.h file to create the platform defines for us.
This improves support for multiplatform builds (such as iOS).
2016-10-19 12:31:19 +02:00
Henrik Rydgard
b264657d56
Implement W^X-compatible path. Works on Windows and Android, hopefully iOS (untested).
...
Disabled block linking in this mode, can re-enable with some more work later.
To enable W^X on other platforms than iOS, simply change PlatformIsWXExclusive.
2016-08-28 14:52:08 +02:00
Unknown W. Brackets
7127de302e
Avoid some unused variable warnings.
2016-08-05 10:48:18 -07:00
Henrik Rydgard
56814ad52d
SW skinning (ARM32, x86): Don't convert more bone matrices than necessary
...
Was already fixed on ARM64.
2015-10-25 00:51:47 +02:00
Henrik Rydgard
6a373fe09a
Make it possible to view vertex decoders through the shader viewing mechanism (even though they aren't strictly shaders, they fit the model).
2015-10-24 10:41:31 +02:00
Henrik Rydgard
8107cb4423
Hopefully this will help issue #7969
2015-10-04 10:08:20 +02:00
Unknown W. Brackets
dff4aeb30f
Correct uv bound pointers in arm vertexjit.
2015-09-13 14:55:10 -07:00
Unknown W. Brackets
31106d063c
Fix MSVC 2015 highlighting for ARM/ARM64.
2015-09-13 10:02:55 -07:00
Unknown W. Brackets
5c233fa545
Add initial decoding check for uv bounds.
2015-09-13 10:00:33 -07:00
Henrik Rydgård
a7b7fedc9f
Cleaup. Add a missing vertex dec func.
2015-04-06 18:13:45 +02:00
Henrik Rydgård
459ba28655
ARM64: SW skinning runs without crashing but is broken.
2015-04-06 18:13:44 +02:00
Henrik Rydgard
a12e448fb4
ARM64: Stub vertex decoder jit, implementing just enough for the cube.elf cube.
2015-04-06 18:13:18 +02:00
Henrik Rydgard
0727df6f0a
Jit the most common of the "ToFloat" texcoord conversions
2014-09-12 02:00:33 +02:00
Henrik Rydgard
37e3cf362f
Move vertexdecoder files into GPU/Common
2014-09-12 02:00:32 +02:00