Commit graph

1148 commits

Author SHA1 Message Date
Henrik Rydgard
ffe4c266ef Add CodeBlockCommon base class to remove further arch-specificity in JitBlockCache
Remove unused ArmThunk.
2016-05-01 11:40:00 +02:00
Henrik Rydgard
8b450c8034 Merge NativeJit.cpp/h with JitCommon.cpp/h 2016-05-01 11:39:59 +02:00
Henrik Rydgard
a5be0976bd Remove preprocessor hacks to choose JIT implementation.
Opens up for having multiple JIT implementations available at runtime,
which could be use for experimenting with new JIT compiler types or for
unit testing one JIT on another architecture.

Very few of the newly virtual calls are on any sort of critical path so
hopefully there will not be a performance loss.
2016-05-01 11:39:53 +02:00
Unknown W. Brackets
9039dd606f Move TextureReplacer to Core.
Probably makes more sense here after all.
2016-05-01 00:30:40 -07:00
Unknown W. Brackets
bf39e61458 Setup initial structure for texture replacements. 2016-04-30 13:44:31 -07:00
Henrik Rydgard
7cb6192005 Rename the TransformPipeline files to DrawEngine, and GLES_GPU to GPU_GLES 2016-04-10 10:31:42 +02:00
Henrik Rydgard
e611915a52 Rename some GPU classes and enums to fix some consistency issues between the backends. 2016-04-10 10:21:48 +02:00
Henrik Rydgard
4197148dc4 Add some paranoid checks hoping to fix crashes reported in Google Play developer console. 2016-04-09 18:27:35 +02:00
Unknown W. Brackets
aec117d8ea Vulkan: Allow resizing window/backbuffer.
Not tested much on Android.  Fixes #8656.
2016-03-21 19:45:27 -07:00
Unknown W. Brackets
2461a849f9 Correct some warnings reported by clang. 2016-03-20 23:13:28 -07:00
Unknown W. Brackets
d90527e41e Correct some missing overrides. 2016-03-20 23:05:05 -07:00
Henrik Rydgard
5d56537a16 Move VulkanPushBuffer into VulkanMemory.h 2016-03-20 19:31:02 +01:00
Henrik Rydgard
da50370328 Split out VulkanTexture from VulkanContext.cpp/h into VulkanImage.cpp/h 2016-03-20 19:31:02 +01:00
Unknown W. Brackets
82205a4660 Handle Vulkan init errors more gracefully. 2016-03-20 19:31:02 +01:00
Unknown W. Brackets
c92790c5a8 Specify a useful app version when loading Vulkan. 2016-03-20 19:31:02 +01:00
Henrik Rydgård
9c457da4c9 Gets the Vulkan backend running, but not drawing correctly, on Android.
Not sure what's wrong, I get a yellow flashing screen.
2016-03-20 19:30:39 +01:00
Henrik Rydgard
d325aa2b30 Hook up Vulkan on Android, no idea if it works. Move VulkanContext to Common. 2016-03-20 19:30:11 +01:00
Henrik Rydgard
2481714a8e Load Vulkan dynamically. Fix Android build (though - Vulkan is not working on Android yet) 2016-03-20 19:30:11 +01:00
Henrik Rydgard
5f71b5b3ec Android: Vulkan builds but doesn't link as we have no link library. 2016-03-20 19:30:11 +01:00
Henrik Rydgard
ca63cca9a2 WIP: Start work on getting the Vulkan code to compile for Android 2016-03-20 19:30:11 +01:00
Henrik Rydgard
4c0e6d0138 Some renaming, fixes and tweaks to the gl_lost mechanism, which is again needed 2016-03-17 21:30:16 +01:00
Henrik Rydgard
5ad772a8bf Further fixes to Java EGL support 2016-03-17 19:42:59 +01:00
Henrik Rydgard
2880e09dd2 Fix touch scaling with Java EGL 2016-03-17 18:59:43 +01:00
Henrik Rydgard
0d6c8df4ba Restore Java EGL support, while keeping the new stuff around as an option.
Did not restore the old DPI code, reusing the new instead.

To switch back to C++ EGL, change javaGL in NativeActivity.java.

Fixes issue #8638 and hopefully others like #8618.
2016-03-17 18:49:18 +01:00
Henrik Rydgard
ec6559537b Android EGL: Experiment: Only apply the 16-bit workaround on really old devices. 2016-03-13 15:17:31 +01:00
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
LunaMoo
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