Sam Hocevar
bcc14949ad
build: check for <fastmath.h> and build using -O3 -ffastmath.
13 years ago
Sam Hocevar
d2b523bb01
core: use <altivec.h> with ppu-gcc, <ppu_altivec_internals.h> with SNC.
13 years ago
Sam Hocevar
4b9bd58747
core: reactivate half denormals for the PS3.
We know we will not have denormal floats on the PS3, but we should still
create denormal halves in case the other end (maybe the GPU?) knows how
to handle them.
13 years ago
Sam Hocevar
09ecf1bd8b
contrib: rebuild the Win32 CppUnit under Linux and fix the includes.
Apparently g++ 4.5.2 on native mingw32 inserts references to __Unwind_Resume
when exceptions are supported. This function is not present in the g++ 4.4
cross-compiler found in Debian, leading to linker errors when cross-
compiling. So we use the latter to build CppUnit itself.
Another problem arises with g++ 4.4, which is the incomplete stripping of
exceptions when -fno-exceptions is used. Since ExceptionTestCaseDecorator.h
has such code, we protect it with #ifdef __EXCEPTIONS in the meantime.
13 years ago
Sam Hocevar
782283a3d0
test: add matrix code to the benchmark program.
13 years ago
Sam Hocevar
cb001ddbcc
core: tune the half precision code so that the best variants are being
used on the PS3 platform.
13 years ago
Sam Hocevar
aa6e832fd7
build: clean up .self files and allow to build the benchmark on the PS3.
13 years ago
Sam Hocevar
e47928e8d1
test: improve the benchmark code to measure a lot more half precision
number conversions.
13 years ago
Sam Hocevar
bf23a03ecd
contrib: add a precompiled Win32 version of CppUnit and update build system
accordingly.
13 years ago
Sam Hocevar
0bbd1e43c2
test: add a fallback for isnan() when not defined by the system includes.
13 years ago
Sam Hocevar
205fc5fc22
core: rename half::isnan() etc. to half::is_nan() because "isnan" can be
a C macro on some systems (Android NDK, PS3...).
13 years ago
Sam Hocevar
4fea7a091d
core: implement array versions of the float / half conversion routines.
13 years ago
Sam Hocevar
2d85e76ec8
core: minor refactoring in the float / half conversions to accomodate
for future array versions.
13 years ago
Sam Hocevar
8b71ddb30c
core: implement new half / float operations and the associated tests.
13 years ago
Sam Hocevar
92e3387f7c
test: augment the half precision numbers testsuite.
13 years ago
Sam Hocevar
c3b23d1f4d
core: add a half to float conversion routine and utility floating point
functions such as isnan(), isinf() etc.
13 years ago
Sam Hocevar
4379388b52
test: add first test routines for the half class.
13 years ago
Sam Hocevar
96007d26c4
core: start working on the "half" type.
13 years ago
Sam Hocevar
2b9d64f7a8
core: more vec?i -> ?veci renames.
13 years ago
Sam Hocevar
b111f7e3d8
core: move platform-specific code to specific directories.
13 years ago
Sam Hocevar
6b1985d95f
android: keep a pointer on the global Java VM instead of the current
environment, so back-to-jvm techniques can work from any thread.
13 years ago
Sam Hocevar
6bbe943492
core: rename vec2i to ivec2 etc. to better match GLSL.
13 years ago
Sam Hocevar
f79a3c52b5
core: add a Sprite class to try to factor some common logic currently
found in the game. Will be greatly improved later.
13 years ago
Sam Hocevar
5c5739e508
ps3: port the dithering code to Cg. It does not work because subscripting
with runtime variables is only valid for arrays of texture samples.
13 years ago
Sam Hocevar
533b3b33e0
render: add a Gradient class that will be used for dithering later.
13 years ago
Sam Hocevar
611b599682
debug: more iOS compilation fixes; GL_VERTEX_ARRAY isn't available.
13 years ago
Sam Hocevar
f778f5352e
build: add iOS build rules to the XML configuration.
13 years ago
Sam Hocevar
28f0fc2675
debug: fix iOS compilation of the debug quad code.
13 years ago
Sam Hocevar
473166f72d
ios: update XCode project and fix a GL test compilation issue.
13 years ago
Sam Hocevar
05ed66b18d
ps3: port our naive dithering algorithm to the PS3's shader language.
13 years ago
Sam Hocevar
e1f496d025
ps3: fix the pad handling code that was ignoring the pad information when
its state hadn't changed.
13 years ago
Sam Hocevar
8493bedaaa
build: update Bitten configuration for Windows cross-compilation.
13 years ago
Sam Hocevar
ecb0d80b7e
android: fix Android NDK compilation.
13 years ago
Sam Hocevar
23d1701035
build: allow to properly cross-compile for PS3 on Mingw.
13 years ago
Sam Hocevar
c8355d2821
web: tune Bitten configuration.
13 years ago
Sam Hocevar
84ba156232
web: create bitten configuration for an amd64 slave.
13 years ago
Sam Hocevar
971920e1fd
ps3: prevent compilation of Ps3Input on other platforms.
13 years ago
Sam Hocevar
f4bf2954ba
build: do not use AM_CONDITIONAL... conditionally.
13 years ago
Sam Hocevar
92d0050938
ps3: add a build-ps3 script that uses autoconf and automake.
13 years ago
Sam Hocevar
b77f25b7ff
ps3: get rid of the useless and convoluted padutil dependency; the
standard pad API is perfect for us.
13 years ago
Sam Hocevar
95e22c5ef2
ps3: add a simple PS3 input system that currently merely emulates mouse
movements with the right stick and one mouse button with the L1 or R1 buttons.
13 years ago
Sam Hocevar
f4841d64ec
emitter: fix wrong velocity value computation in the particles.
13 years ago
Sam Hocevar
ed3d51f00c
android: implement JNI_OnLoad and use Log::Info instead of the native
Android functions.
13 years ago
Sam Hocevar
df638532d8
image: error reporting in the Android image loading class.
13 years ago
Sam Hocevar
a457134d9f
ps3: load textures using the system's PNGDEC module.
13 years ago
Sam Hocevar
7cfcfb2413
shader: factor the uniform handling logic into platform-independent methods
for both OpenGL and the PS3.
13 years ago
Sam Hocevar
394fffe057
gl: implement the PS3 version of our bitmap renderer.
13 years ago
Sam Hocevar
e3e99deb12
debug: add a debug example with a shader and a uniform matrix parameter, to
check that uniforms work properly on the PS3.
13 years ago
Sam Hocevar
1e9cfba718
debug: add new shader tests and write some Cg equivalents on the PS3.
13 years ago
Sam Hocevar
eb32d04c84
ps3: if the implementation supports Cg but not GLSL (for instance on the PS3),
use the system's Cg compiler.
13 years ago