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Armv6 Builds
11-20-2012, 10:43 PM
Post: #16
RE: First running on Armv6 device (Wip)
No changes compared with older 0.2 is same github code.
Try without Enable sound emulation
sound enabled very lost perfomance compared with 0.2
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11-20-2012, 11:37 PM
Post: #17
RE: First running on Armv6 device (Wip)
well I have laggy performance with every setting enabled or disabled, and now I can't get past the menu on puzzle bobble.
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11-22-2012, 06:31 AM
Post: #18
RE: First running on Armv6 device (Wip)
I have the same problem with version 0.3. I hope it can be fixed. Thank you MaXiMu for all your hard hork for us armv6 users.
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11-22-2012, 01:37 PM
Post: #19
RE: First running on Armv6 device (Wip)
The menu problem in Puzzle Bobble is a known issue, and I know what the problem is - the game tries to access save/load functionality and I changed that stuff a little. It will be fixed later. In the meantime, you can play Endless mode Smile
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11-22-2012, 11:43 PM
Post: #20
RE: First running on Armv6 device (Wip)
(11-22-2012 01:37 PM)Henrik Wrote:  The menu problem in Puzzle Bobble is a known issue, and I know what the problem is - the game tries to access save/load functionality and I changed that stuff a little. It will be fixed later. In the meantime, you can play Endless mode Smile

is the laggy games problem a known fact in this version,or it's just us armv6 users? The games lag like if they have a not working frameskip even if they got a small speed improvement.
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11-23-2012, 06:39 AM
Post: #21
RE: First running on Armv6 device (Wip)
The sound emulation currently causes a lot of lag, I will fix that for the next release.
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11-23-2012, 03:30 PM
Post: #22
RE: First running on Armv6 device (Wip)
(11-23-2012 06:39 AM)Henrik Wrote:  The sound emulation currently causes a lot of lag, I will fix that for the next release.

well, the fact is: I have the same amount of lag with or without sound, it looks like an armv6 port fault or maybe all phones, probably it's not noticed in armv7 since it's faster, if you want I can make a video (even if it's armv6 it's still the same emu).
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11-23-2012, 03:42 PM
Post: #23
RE: First running on Armv6 device (Wip)
(11-23-2012 03:30 PM)Vincentmrl Wrote:  
(11-23-2012 06:39 AM)Henrik Wrote:  The sound emulation currently causes a lot of lag, I will fix that for the next release.

well, the fact is: I have the same amount of lag with or without sound, it looks like an armv6 port fault or maybe all phones, probably it's not noticed in armv7 since it's faster, if you want I can make a video (even if it's armv6 it's still the same emu).


You're probably testing games that have broken sound from the start. Some of the games I test are super laggy with sound emulation on, and less laggy with it off.

Google Nexus 4 | Adreno 320 | Android 4.2.2
iPad 2 | iOS 6.1
[Dead] HTC Sensation | Adreno 220 | Android 4.2.1
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11-23-2012, 04:34 PM
Post: #24
RE: First running on Armv6 device (Wip)
(11-23-2012 03:42 PM)GazaIan Wrote:  
(11-23-2012 03:30 PM)Vincentmrl Wrote:  
(11-23-2012 06:39 AM)Henrik Wrote:  The sound emulation currently causes a lot of lag, I will fix that for the next release.

well, the fact is: I have the same amount of lag with or without sound, it looks like an armv6 port fault or maybe all phones, probably it's not noticed in armv7 since it's faster, if you want I can make a video (even if it's armv6 it's still the same emu).


You're probably testing games that have broken sound from the start. Some of the games I test are super laggy with sound emulation on, and less laggy with it off.
I tested puzzle bobble and the impossible game WITHOUT AUDIO since 0.2 and now the graphics lag a lot for no reason, this is the problem, sound is unrelated, graphics look like a frameskip of 9-10 frames
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11-25-2012, 05:22 PM
Post: #25
RE: First running on Armv6 device (Wip)
Upload new revision based commit fd76b2bb15 with native commit 41b4cf836c

http://www.multiupload.nl/5TYDHMWVRU

I detected now speed up on my armv6 device and works much better
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11-26-2012, 04:41 PM
Post: #26
RE: First running on Armv6 device (Wip)
(11-25-2012 05:22 PM)MaXiMu Wrote:  Upload new revision based commit fd76b2bb15 with native commit 41b4cf836c

http://www.multiupload.nl/5TYDHMWVRU

I detected now speed up on my armv6 device and works much better

I detected a speedup too, the impossible game now runs perfectly without sound, even if it has small slowdowns when I hold the button. I compared it with the android version and it looks like it's running faster, probably they didn't make a framelimiter yet.
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11-29-2012, 11:40 AM
Post: #27
RE: First running on Armv6 device
Hey friend, you submit the changes to the git repository?
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12-01-2012, 02:49 PM
Post: #28
RE: First running on Armv6 device
ppsspp got updated to 4.0, can you compile it for ARMv6?
I have an idea, can you teach us how to compile it for ARMv6 so we can compile on our own the newer versions?
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12-01-2012, 03:01 PM
Post: #29
RE: First running on Armv6 device
I'd like to add official support for ARMv6, so yeah, tell us what you do to make it work Smile
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12-01-2012, 03:50 PM
Post: #30
RE: First running on Armv6 device
Upload 0.4 commit 4393dc02a6 with native 92bd22ffe5 hrydgard authored December 01, 2012 http://www.multiupload.nl/WLPW9S1VUK

I Only in my compilations for now disable and create for the separate unsupported code native/math/math_utilarmv6.cpp

Code:
#include "math/math_util.h"
#include <math.h>
#include <stdlib.h>

/*
static unsigned int randSeed = 22222;    // Change this for different random sequences.

void SetSeed(unsigned int seed) {
    randSeed = seed * 382792592;
}

unsigned int GenerateRandomNumber() {
    randSeed = (randSeed * 196314165) + 907633515;
    randSeed ^= _rotl(randSeed, 13);
    return randSeed;
}*/

#include <math.h>

#if defined(ARM)

void EnableFZ()
{
    int x;
    asm(
              # "fmrx %[result],FPSCR \r\n"
        "orr %[result],%[result],#16777216 \r\n"
              # "fmxr FPSCR,%[result]"
        :[result] "=r" (x) : :
    );
    #//printf("ARM FPSCR: %08x\n",x);
}

void DisableFZ( )
{
    __asm__ volatile(
    #"fmrx r0, fpscr\n" //Not supported code by armeabi
        "bic r0, $(1 << 24)\n"
    #"fmxr fpscr, r0" : : : "r0"); //Not supported code by armeabi
}
#else

void EnableFZ()
{


}
void DisableFZ()
{

}

#endif

And the Native/android.mk separate TARGET_arch_ABI armeabi /Armeabi-7a and add ARM Mode for the compatibility Smile

Code:
# Basic Android.mk for libnative

LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)

LOCAL_MODULE    := libnative
LOCAL_ARM_MODE := arm
LOCAL_SRC_FILES :=\
    android/native_audio.cpp \
    audio/wav_read.cpp \
    audio/mixer.cpp.arm \
    base/buffer.cpp \
    base/display.cpp \
    base/timeutil.cpp \
    base/colorutil.cpp \
    base/error_context.cpp \
    base/stringutil.cpp \
    ext/sha1/sha1.cpp \
    ext/stb_vorbis/stb_vorbis.c.arm \
    ext/vjson/json.cpp \
    ext/vjson/block_allocator.cpp \
    file/dialog.cpp \
    file/fd_util.cpp \
    file/easy_file.cpp \
    file/chunk_file.cpp \
    file/file_util.cpp \
    file/zip_read.cpp \
    json/json_writer.cpp \
    math/curves.cpp \
    math/lin/aabb.cpp.arm \
    math/lin/plane.cpp.arm \
    math/lin/quat.cpp.arm \
    math/lin/vec3.cpp.arm \
    math/lin/matrix4x4.cpp.arm \
    midi/midi_input.cpp \
    net/http_client.cpp \
    net/resolve.cpp \
    profiler/profiler.cpp \
    gfx_es2/glsl_program.cpp \
    gfx_es2/gl_state.cpp \
    gfx_es2/draw_buffer.cpp.arm \
    gfx_es2/vertex_format.cpp \
    gfx_es2/fbo.cpp \
    gfx/gl_debug_log.cpp \
    gfx/gl_lost_manager.cpp \
    gfx/texture.cpp \
    gfx/texture_atlas.cpp \
    gfx/texture_gen.cpp \
    image/zim_load.cpp \
    ui/ui.cpp \
    ui/ui_context.cpp \
    ui/screen.cpp \
    ui/virtual_input.cpp \
    util/random/perlin.cpp

LOCAL_CFLAGS := -O2 -DGL_GLEXT_PROTOTYPES -DARM -DUSING_GLES2 -fsigned-char -fno-strict-aliasing
LOCAL_CPPFLAGS := -fno-exceptions -fno-rtti -std=gnu++0x
LOCAL_LDLIBS := -lz
LOCAL_C_INCLUDES := $(LOCAL_PATH)/ext/libzip

ifeq ($(TARGET_ARCH_ABI), armeabi-v7a)
LOCAL_SRC_FILES += math/math_util.cpp
else ifeq ($(TARGET_ARCH_ABI),armeabi)
LOCAL_SRC_FILES += math/math_utilarmv6.cpp
endif

include $(BUILD_STATIC_LIBRARY)

Is easy separate files for others platforms supported on android in future by ifeq($(TARGET_ARCH_ABI), x86 or MIPS
LOCAL_SRC_FILES +=FOLDER/FILES.cpp

PPsspp/android/jni/Aplication.mk

Code:
APP_STL := stlport_static
APP_ABI := armeabi armeabi-v7a
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