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Add simde #22
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Add simde #22
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Tried this locally for ARM, few notes:
I have a feeling the constants shouldn't need that renaming but for some reason it's not compiling otherwise for me. |
Hmm i thought |
In my current local code I'm able to compile an ARM64 build that works the same as my x86_64 build, with the above changes I mentioned. |
For the |
Excellent. Btw I sent you a message on Discord on shadPS4 server. |
On
It might be worth dropping that and sticking prefixes where appropriate, to avoid weird issues? |
It seems to be working for the intrinsics themselves, but yeah long term it shouldn't be a big deal to prefix the functions |
Good news: Plugging this into UnleashedRecomp with a little tweakage seems to be working. Bad news: Something in shader compilation territory seems to have blown up. I'm getting messages telling me to make an issue under DirectXShaderCompiler, but I don't have a clue how to write a proper report for that, if it's an issue there to begin with. |
For ARM this seems to work for a
|
Note there is another issue that simde doesn't handle |
Yeah some funky stuff happening with enemies falling out of bounds and audio cutting out might be a symptom of that |
Submitted IsaacMarovitz#1 to this branch to handle |
Signed-off-by: Isaac Marovitz <[email protected]>
Signed-off-by: Isaac Marovitz <[email protected]>
Signed-off-by: Isaac Marovitz <[email protected]>
Signed-off-by: Isaac Marovitz <[email protected]>
Signed-off-by: Isaac Marovitz <[email protected]>
Add simde and include it in ppc_context.h, this means that recomp will need to link against simde.
According to @squidbus's testing, results in working x86_64 and ARM64 builds.