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Armv6 Builds
12-01-2012, 07:21 PM
Post: #31
RE: First running on Armv6 device
(12-01-2012 03:50 PM)MaXiMu Wrote:  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

Thanks buddy, I'll test here, and make my modifications Wink
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12-02-2012, 09:32 PM
Post: #32
RE: Armv6 Builds
Henryk

I commit for initial armeabi support for you Smile

https://github.com/hrydgard/native/pull/18
https://github.com/hrydgard/ppsspp/pull/115
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12-02-2012, 10:09 PM
Post: #33
RE: Armv6 Builds
can I ask, what is armeabi?
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12-02-2012, 11:02 PM (This post was last modified: 12-02-2012 11:13 PM by MaXiMu.)
Post: #34
RE: Armv6 Builds
Armeabi A.k.a name is used for the compilation on olders devices based Armv5/Armv6 compatibility
Armeabi-v7a Only compatible for armv7 devices
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12-03-2012, 02:29 PM (This post was last modified: 12-03-2012 04:10 PM by andry.)
Post: #35
RE: Armv6 Builds
(12-02-2012 11:02 PM)MaXiMu Wrote:  Armeabi A.k.a name is used for the compilation on olders devices based Armv5/Armv6 compatibility
Armeabi-v7a Only compatible for armv7 devices
Hi!Wink
I downloaded build for 3.12 from here: http://www.emucr.com/2012/12/ppsspp-git-20121203.html
But it does not contain armeabi Confused
Thank you for your work MaXiMu!
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12-03-2012, 04:16 PM
Post: #36
RE: Armv6 Builds
Emucr builds won't compile with armeabi support Apk 600kb size

Apk with Armeabi and Armeabi-v7a Size is 1,1KbAprox.
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12-03-2012, 04:21 PM
Post: #37
RE: Armv6 Builds
(12-02-2012 11:02 PM)MaXiMu Wrote:  Armeabi A.k.a name is used for the compilation on olders devices based Armv5/Armv6 compatibility
Armeabi-v7a Only compatible for armv7 devices

So, if I understand correctly, having the armeabi makes the emu become 1 single apk for armv5/6/7?
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12-03-2012, 04:52 PM
Post: #38
RE: Armv6 Builds
(12-03-2012 04:21 PM)Vincentmrl Wrote:  
(12-02-2012 11:02 PM)MaXiMu Wrote:  Armeabi A.k.a name is used for the compilation on olders devices based Armv5/Armv6 compatibility
Armeabi-v7a Only compatible for armv7 devices
So, if I understand correctly, having the armeabi makes the emu become 1 single apk for armv5/6/7?
Yeah, rightSmile
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12-03-2012, 05:11 PM
Post: #39
RE: Armv6 Builds
(12-03-2012 04:52 PM)andry Wrote:  
(12-03-2012 04:21 PM)Vincentmrl Wrote:  
(12-02-2012 11:02 PM)MaXiMu Wrote:  Armeabi A.k.a name is used for the compilation on olders devices based Armv5/Armv6 compatibility
Armeabi-v7a Only compatible for armv7 devices
So, if I understand correctly, having the armeabi makes the emu become 1 single apk for armv5/6/7?
Yeah, rightSmile
so when the armeabi support is ready (if it isn't already) us armv6 users can download ppsspp from play store and won't need to download the apk again and again, AWESOME.


I love how everyone was sceptical about this emulator for ARMv6 phones ^_^
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01-02-2013, 12:02 PM (This post was last modified: 01-02-2013 12:02 PM by Vincentmrl.)
Post: #40
RE: Armv6 Builds
Hey MaXiMu, can you do a nightly of the latest build? I'm asking if you can do nightlies of next releases every amount of time. Thanks in advance
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01-03-2013, 10:30 AM
Post: #41
RE: Armv6 Builds
(01-02-2013 12:02 PM)Vincentmrl Wrote:  Hey MaXiMu, can you do a nightly of the latest build? I'm asking if you can do nightlies of next releases every amount of time. Thanks in advance

I upload experimental build with mediaengine support http://www.multiupload.nl/G6EWXEBDUC (actually some visuals problems in puzzle booble )

also You try news emucr builds also support for armv6 without mediaengine or wait ppsspp 0.5 official
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01-03-2013, 02:58 PM
Post: #42
RE: Armv6 Builds
This version 0.4 works on Galaxy Y? All games works in version ARMv7 works too ARMv6?

Sorry my English, English is not my language.

Phones: Poco F3 8GB/256GB (Snapdragon 870 5G) and Redmi Note 6 Pro 4/64GB (Snapdragon 636)

PC: AMD Ryzen 5 3600 / 16GB RAM DDR4 3600MHz / NVIDIA GTX 1660 Ti 6GB / Windows 10 Pro
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01-04-2013, 03:11 PM
Post: #43
RE: Armv6 Builds
No need for ARMv6 builds anymore, PPSSPP 0.5 supports ARMv6. Let me know if it works!
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01-04-2013, 07:39 PM
Post: #44
RE: Armv6 Builds
(01-04-2013 03:11 PM)Henrik Wrote:  No need for ARMv6 builds anymore, PPSSPP 0.5 supports ARMv6. Let me know if it works!
Awesome!
will the nightlies be compatible with ARMv6 too now?
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01-04-2013, 08:06 PM
Post: #45
RE: Armv6 Builds
(01-04-2013 03:11 PM)Henrik Wrote:  No need for ARMv6 builds anymore, PPSSPP 0.5 supports ARMv6. Let me know if it works!

Great install and works binary google play

P.d tales of eternia first working gameplay on armv6 :with some sound Big Grin
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