Remove Blocking/Wait related patches that were not needed

This commit is contained in:
Luke Usher 2018-06-21 08:47:43 +01:00
parent 0e594126b4
commit 25285dd2c6
2 changed files with 49 additions and 45 deletions

View File

@ -2862,4 +2862,37 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_GetViewport)
EmuWarning("GetHostRenderTargetDimensions failed - GetViewport returns host viewport instead!"); EmuWarning("GetHostRenderTargetDimensions failed - GetViewport returns host viewport instead!");
} }
} }
} }
// ******************************************************************
// * patch: D3D_BlockOnResource
// ******************************************************************
void WINAPI XTL::EMUPATCH(D3D_BlockOnResource)( X_D3DResource* pResource )
{
FUNC_EXPORTS
LOG_FUNC_ONE_ARG(pResource);
// TODO: Implement
// NOTE: Azurik appears to call this directly from numerous points
LOG_UNIMPLEMENTED();
}
// ******************************************************************
// * patch: IDirect3DResource8_IsBusy
// ******************************************************************
BOOL WINAPI XTL::EMUPATCH(D3DResource_IsBusy)
(
X_D3DResource *pThis
)
{
FUNC_EXPORTS
/* too much output
LOG_FUNC_ONE_ARG(pThis);
//*/
return FALSE;
}

View File

@ -2614,18 +2614,6 @@ HRESULT WINAPI XTL::EMUPATCH(Direct3D_CreateDevice)
return hRet; return hRet;
} }
// ******************************************************************
// * patch: IDirect3DResource8_IsBusy
// ******************************************************************
BOOL WINAPI XTL::EMUPATCH(D3DDevice_IsBusy)()
{
FUNC_EXPORTS
LOG_FUNC();
return FALSE;
}
// ****************************************************************** // ******************************************************************
// * patch: D3DDevice_GetDisplayFieldStatus // * patch: D3DDevice_GetDisplayFieldStatus
// ****************************************************************** // ******************************************************************
@ -5550,23 +5538,6 @@ ULONG WINAPI XTL::EMUPATCH(D3DResource_Release)
return uRet; return uRet;
} }
// ******************************************************************
// * patch: IDirect3DResource8_IsBusy
// ******************************************************************
BOOL WINAPI XTL::EMUPATCH(D3DResource_IsBusy)
(
X_D3DResource *pThis
)
{
FUNC_EXPORTS
/* too much output
LOG_FUNC_ONE_ARG(pThis);
//*/
return FALSE;
}
// ****************************************************************** // ******************************************************************
// * patch: D3DDevice_EnableOverlay // * patch: D3DDevice_EnableOverlay
// ****************************************************************** // ******************************************************************
@ -9300,6 +9271,21 @@ void WINAPI XTL::EMUPATCH(D3D_SetCommonDebugRegisters)()
} }
// ******************************************************************
// * patch: D3DDevice_IsBusy
// ******************************************************************
BOOL WINAPI XTL::EMUPATCH(D3DDevice_IsBusy)()
{
FUNC_EXPORTS
LOG_FUNC();
// NOTE: This function returns FALSE when the NV2A FIFO is empty/complete, or NV_PGRAPH_STATUS = 0
// Otherwise, it returns true.
return FALSE;
}
// ****************************************************************** // ******************************************************************
// * patch: D3D_BlockOnTime // * patch: D3D_BlockOnTime
// ****************************************************************** // ******************************************************************
@ -9321,21 +9307,6 @@ void WINAPI XTL::EMUPATCH(D3D_BlockOnTime)( DWORD Unknown1, int Unknown2 )
LOG_UNIMPLEMENTED(); LOG_UNIMPLEMENTED();
} }
// ******************************************************************
// * patch: D3D_BlockOnResource
// ******************************************************************
void WINAPI XTL::EMUPATCH(D3D_BlockOnResource)( X_D3DResource* pResource )
{
FUNC_EXPORTS
LOG_FUNC_ONE_ARG(pResource);
// TODO: Implement
// NOTE: Azurik appears to call this directly from numerous points
LOG_UNIMPLEMENTED();
}
// ****************************************************************** // ******************************************************************
// * patch: D3DDevice_SetRenderTargetFast // * patch: D3DDevice_SetRenderTargetFast
// ****************************************************************** // ******************************************************************