Henrik Rydgård
2f26297062
Clean up some more ifdefs
2019-05-10 23:25:57 +02:00
driver1998
5072584781
Fix neon headers for MSVC ARM64
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MSVC uses arm64_neon.h for ARM64, arm_neon.h is ARM32 only.
2019-05-04 22:45:15 +08:00
Unknown W. Brackets
65e71f57c7
TexCache: Add NEON alpha checks for Vulkan.
2017-11-12 16:45:05 -08:00
Unknown W. Brackets
f087b87b0c
TexCache: Simplify CheckAlpha funcs and SIMD.
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Only check for full alpha now, which is simpler.
2017-11-12 16:41:19 -08:00
Unknown W. Brackets
9fbcc01afa
TexCache: Remove simple 0/1 alpha check.
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No practical optimizations have come of this, so it's a waste of time.
Slows down Vulkan too.
2017-11-12 16:17:46 -08:00
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
Henrik Rydgard
7b3f84aae8
More buildfixes for Windows on ARM
2017-03-05 10:52:08 +01:00
Henrik Rydgard
fe6d2d4017
Avoid unaligned accesses when hashing vertex data on ARM. Fixes #9114 , may help #9128 and #9129 .
2016-12-01 15:56:05 +01:00
Henrik Rydgard
5df685fa07
Fix another couple of arch define things
2016-11-03 22:25:55 +01:00
Florent Castelli
8c3552de74
cmake: Detect features at compile time
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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
Unknown W. Brackets
1300631e9a
Allow unswizzling with a dest pitch.
2016-03-26 23:38:50 -07:00
Henrik Rydgard
c8fe0b2690
Minor simplification, buildfixes
2015-07-29 12:38:31 +02:00
Henrik Rydgård
2a1f6bca97
Fix NEON 4444 CheckAlpha, workaround for failed bNEON detection on ARM64
2015-05-31 12:29:08 +02:00
KentuckyCompass
880697f40a
Add NEON versions of the CheckAlpha family
2015-05-25 18:04:52 -07:00
Henrik Rydgard
b309c83973
Initial work on ARM64, based on the ARM jit.
2015-04-06 18:13:01 +02:00
Unknown W. Brackets
1b12b57e21
Fix reversed consts in hand-neon texhash.
2014-10-29 16:38:40 -07:00
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faea860c27
Attempt to match the SSE2 version of the hash.
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Not tested, don't currently have an ARM device. May or may not have a
performance hit.
2014-10-29 16:37:45 -07:00
Unknown W. Brackets
3977f5a8ec
Add a non-SSE implementation of the QuickTexHash.
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This way we can use it as a stable value for texture replacements.
2014-10-29 16:37:44 -07:00
Unknown W. Brackets
2b16b5b79b
Use XXH64 on 64-bit systems.
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I'm not able to reproduce any real performance difference, but I know
there are some games which do more hashing and it may help there.
2014-10-26 17:49:24 -07:00
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b800762ceb
Add a NEON-optimized version of XXH32.
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This takes at least 40% less time to hash on NEON/ARM devices.
2014-03-25 00:34:55 -07:00
Unknown W. Brackets
a26e6ce4b6
Minor improvements to QuickTexHashNEON().
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Cuts a VFP switch, oops.
2014-03-23 11:56:25 -07:00
Unknown W. Brackets
970dd4f2f8
Use vldmia not vld1 for QuickTexHashNEON().
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It turns out this is ~20% slower usually, so aligned is not worth the
pipeline hit.
2014-03-23 11:56:24 -07:00
Unknown W. Brackets
2482b2a1e0
Use aligned NEON loads in texhash.
2014-03-22 21:58:50 -07:00
Unknown W. Brackets
b44d10a91e
Move texture unswizzling to decoder, use NEON.
2014-03-22 21:35:16 -07:00
Unknown W. Brackets
2623f6bfe2
Disable the optimized hash on iOS, seems to crash.
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Except not for me, not sure why.
2013-11-23 10:41:58 -08:00