Commit Graph
1323 Commits
Author SHA1 Message Date
Unknown W. Brackets 955b0fb9db UI: Minor header cleanup. 2016-03-06 14:49:14 -08:00
Henrik Rydgard da1a04be8d Make the workqueue slightly safer. Put g_gameInfoCache on the heap.
Cherry-picked from #8592
2016-02-28 12:39:47 +01:00
Henrik Rydgard 67282cafc4 Apply some minor changes from #8592 2016-02-15 18:21:29 +01:00
Unknown W. Brackets f1afb50fd1 Shutdown EGL properly when quitting render loop. 2016-02-07 16:30:40 -08:00
Henrik Rydgard 4155712113 Improve EGL logging, fallback to a really simple config if the normal one fails. May help #8469, if not may at least give us more info. 2016-01-23 13:17:53 +01:00
Munir ed9aeb4c3a Merge remote-tracking branch 'origin/x64-android-support' 2016-01-18 06:05:46 +01:00
Carlos Estrague b7b93eec0b fix typo. 2016-01-17 23:42:19 +01:00
Munir 7be2f81544 Initial support x64-android 2016-01-17 23:34:25 +01:00
Henrik Rydgard b39206f922 Use the app cache directory on Android for the shader cache. 2016-01-17 22:15:23 +01:00
Henrik Rydgard 27c71aa340 Get rid of the unused "InstallID" 2016-01-17 15:46:15 +01:00
Unknown W. Brackets 481be1cd34 Fix GL feature detection. 2016-01-06 20:26:53 -08:00
Unknown W. Brackets 6c38b22467 Fix crashes when running games, tests, etc.
Need the graphicsContext value to stick around.
2016-01-03 11:05:36 -08:00
Henrik Rydgard 3398288bd0 Some cleanup around input_state 2016-01-01 14:40:18 +01:00
Henrik Rydgard f419281d16 Fix Android build 2016-01-01 14:40:17 +01:00
Unknown W. Brackets 312fcab8b0 Fix unittest build on Android x86. 2015-12-26 20:35:49 -08:00
Unknown W. Brackets 86127b3d0d Update armips to latest version.
The new version has some speed and other improvements.
2015-12-26 20:30:35 -08:00
Unknown W. Brackets dd5c91108c Use a background thread to load ISO into RAM.
This way we don't get slow startup.  This will also cache the CSO data,
for example, rather than the raw data, using up less RAM.  It might even
be reasonable to enable on 32-bit.
2015-12-19 15:23:25 -08:00
Henrik Rydgard 732b1239e7 Add some permission infrastructure, add an ugly button that asks you to grant STORAGE permission if necessary. 2015-12-17 22:41:50 +01:00
Henrik Rydgard ebf9bd74c6 Minor fixes 2015-12-17 19:38:23 +01:00
Henrik Rydgard fd2557dbd7 EGL: Add autodetect mode that only chooses between ES2 and ES3 2015-12-16 21:48:19 +01:00
Henrik Rydgard db633aa377 Lots more debug logging. Terrifying compatibility hack for devices that for some reason create 16-bit buffers.
Like Xperia Play.
2015-12-16 21:37:39 +01:00
Henrik Rydgard 13515bf235 Use the hardware scaler again on Android. Move all DPI handling code from java to app-android.cpp. 2015-12-16 14:52:44 +01:00
Henrik Rydgard 04f8bffa29 Use EGL from native code to initialize and run OpenGL on Android.
Should be more robust, allows initializing desktop GL if available, and lets us take control of the render loop.
2015-12-16 10:57:24 +01:00
Henrik Rydgard 2083f22dce Refactor (android): Decouple frame commands from Renderer object.
Minor cleanup in preparation for EGL.
2015-12-13 22:44:55 +01:00
LunaMooandLuna ae1cf1d85d Add Display layout editor to use for example on tablets, but also includes automatic screen cropping for 16:9 cases(default).
//Rebased & removed atlas stuff which was added with #8096
//squashed with some improvements
2015-10-31 20:50:02 +01:00
Henrik Rydgard 85c8f7d3c2 Hook up SasReverb. It sounds more like a buzzsaw than a reverb at the moment, needs debugging.
Added a bit of code that only enables it when a reverbed sound is active. This will need to be turned off later but useful right now for hearing when it's used..
2015-10-27 12:36:30 +01:00
Henrik Rydgard edafa9bc17 Centralize the GPU state conversion functions 2015-10-24 23:49:05 +02:00
Henrik Rydgard 92389a4966 Use a common ShaderId class. Start moving shader ID code to GPU/Common 2015-10-24 23:24:06 +02:00
xiushuandHenrik Rydgard 14e7658bbb Implement on-screen touch combo keys.
Replace A,B,cross1,square1,triangle1 with number images 1-6

Rebuild the atlas, update the code to use combo keys 1-5

Also add psp_display.png from pull request #8082.
2015-10-24 13:22:43 +02:00
Henrik Rydgard 7f4e473e8c Add new shader viewing tool 2015-10-14 18:10:21 +02:00
Henrik Rydgard b07b002040 Introduce "Compatibility Flags".
These should be used very restrictively, see comment in Compatibility.h.

Should help #8004, by disabling depth rounding in Fight Night round 3.
2015-09-27 01:23:20 +02:00
Henrik Rydgård ca0a6dc7f9 Remove native audio mixer (Unused in PPSSPP) and stb_vorbis 2015-09-19 10:43:58 +02:00
Henrik Rydgard c757931779 Android: Combine the two Java Eclipse projects into one.
Should make it easier to get ndk-gdb going, which I've always had crazy issues with with library projects.
2015-09-10 18:51:48 +02:00
Unknown W. Brackets 85533dad6e Native merge part 2: update build files.
And a couple minor stragglers.
2015-09-06 13:06:57 -07:00
Henrik Rydgård 48fbc83abe Android buildfix 2015-09-06 15:26:36 +02:00
Henrik Rydgard d822cbf60b Move fbo.cpp/h from native into PPSSPP 2015-09-06 13:13:37 +02:00
Henrik Rydgard 72ae497350 Remove glstate usage except in the GPU implementation. Prepare for moving it into PPSSPP. 2015-09-06 12:42:15 +02:00
Unknown W. Brackets ba15718db3 Track hovering in GE debugger to show pixel value.
This works for texture, framebuffer, depth, and stencil.

Importantly, allows debugging the actual depth values present.
2015-08-23 09:25:05 -07:00
Henrik Rydgard 2430c283a5 More GPU cleaning, removing uses of GPUState.h where not needed.
Want to get rid of direct accesses to GPUState in modules that may be reused in
my future next-gen backends, that will reformat display lists into command lists that will
then be optimized and executed, out of sync with the real GPUState.

Candidate modules that may be reused in full are Framebuffer and Depal, possibly TextureCache to some degree.
2015-07-29 12:37:49 +02:00
Unknown W. Brackets e3b6e35417 Correct path for case-sensitive unittest build.
Ouch.
2015-07-22 23:21:40 -07:00
Henrik Rydgard 1c8bae0925 Compile with -mstackrealign on Android-x86, "fixing" mystery crashes on Zenfone.
This is really just a workaround, I have no idea what is misaligning the stack. But it doesn't feel like it's us.

This has a small performance penalty but x86-Android is pretty rare, and it's better than crashing.
2015-07-22 21:03:27 +02:00
Henrik Rydgard b6e9a47974 Remove separate OpenSL .so, update native accordingly. Fix connection error reporting in HomebrewStore 2015-07-19 17:33:38 +02:00
Unknown W. Brackets 12faaca3e4 Build Android using a static library.
This makes headless and unittest build much faster, especially when all
three are building at the same time.
2015-07-05 16:08:41 -07:00
Unknown W. Brackets 808db2482a Initial structure for vertexjit tests. 2015-07-03 15:25:40 -07:00
Unknown W. Brackets 88b23460f1 Add a file loader to perform disk caching.
Had to do some tricks to handle gameinfocache threads properly.
2015-07-02 20:58:58 -07:00
Unknown W. Brackets da827d9ef0 Move file loader code into directories.
Not making sense to put these all in the same fiel anymore.
2015-07-02 20:58:53 -07:00
Unknown W. Brackets 62988b2aa7 Fix building unittest for ARM64 Android. 2015-06-26 22:29:43 -07:00
Unknown W. Brackets feddd202ee Add a flag to skip building the app on Android.
This is for unit tests and headless.
2015-06-26 22:26:46 -07:00
Unknown W. Brackets 0597b92998 For consistency, push fp regs here too. 2015-06-14 09:24:56 -07:00
Henrik Rydgard 2c05334d47 ARM64: Fix bug where we didn't save the FP registers correctly in the vertex decoder.
Also port a few ops from dolphin's ARM64 emitter.
2015-06-14 12:56:44 +02:00