Henrik Rydgard
c54999d26a
Even the vertex interpreter, not just the jit, can crash from misaligned vertex data.
2017-04-02 23:57:59 +02:00
Henrik Rydgard
8956a823bb
If the main CPU JIT is not enabled, don't try to vertex-jit. See #9404
2017-03-10 00:18:53 +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
389650e2a7
Need to include getUVGenMode in vertex cache hash. Fixes #9263
2017-02-04 11:15:47 +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
9d7983eee8
Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder.
2016-12-20 13:27:44 +01:00
Henrik Rydgard
5d5f10d956
Attempts to counter crashes seen in the Google Play developer console
2016-12-01 22:07:03 +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
Henrik Rydgard
b264657d56
Implement W^X-compatible path. Works on Windows and Android, hopefully iOS (untested).
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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
2e1986d0c8
Fix a few reorder warnings.
2016-05-01 09:50:03 -07:00
Unknown W. Brackets
ebce8d2753
Don't convert to float with prescale off.
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Since we assume we need to normalize, it seems.
2016-04-16 19:00:34 -07:00
Unknown W. Brackets
614665068a
Implement morphing for texcoords.
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Tests show that this can be used.
2016-04-16 18:38:06 -07:00
Unknown W. Brackets
a0397bce4c
Hopefully fix prescale in remasters.
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Don't actually have a remaster to test, though.
2016-04-13 23:15:41 -07:00
Unknown W. Brackets
1e0051a792
Add support for 32-bit indices.
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Not clear how often these are used by games. Let's find out.
2016-04-10 02:24:58 -07:00
Henrik Rydgard
a995dd2ff4
Get rid of strange offset in Vulkan matrix converter
2016-03-20 19:31:02 +01:00
Unknown W. Brackets
d165680ee7
Don't assume _MSC_VER / _WIN32 mean x86/x64.
2016-01-03 15:07:36 -08:00
Sacha
bbc4f64999
MIPS: Fix build so we can compile this again.
2015-10-29 02:46:43 +00:00
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
Unknown W. Brackets
dff4aeb30f
Correct uv bound pointers in arm vertexjit.
2015-09-13 14:55:10 -07:00
Unknown W. Brackets
72a73045bb
Add uv range to arm64 and non-jit decoders.
2015-09-13 10:01:37 -07:00
Unknown W. Brackets
327ca4c96e
Stub invalid vertex decoder colors to avoid crash.
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These values are invalid, but before we'd call a null pointer if we hit
them. Should do tests to see what actual behavior is.
2015-04-17 23:24:21 -07:00
Henrik Rydgard
31961eace9
Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp.
2015-04-08 22:52:46 +02:00
Henrik Rydgård
4bd95b0cb7
ARM64: Fixup software skinning. Now seems to work, at least in a bunch of games..
2015-04-06 18:13:45 +02:00
Henrik Rydgård
fbaffdceab
Remove some outdated comments, minor stuff
2015-04-06 18:13:36 +02:00
Henrik Rydgard
5496b3d3b1
ARM64: Some minor vertex decoder work. Hm, I think SCVTF will actually divide by 128.0, not 127.0 :/
2015-04-06 18:13:20 +02:00