diff --git a/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp b/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp index 550ff6c1a..2bcaa487e 100644 --- a/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp +++ b/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp @@ -43,6 +43,9 @@ namespace xboxkrnl #include "EmuShared.h" #include "gui\DbgConsole.h" #include "core\hle\D3D8\ResourceTracker.h" +#include "core\hle\D3D8\XbVertexBuffer.h" +#include "core\hle\D3D8\XbVertexShader.h" +#include "core\hle\D3D8\XbPushBuffer.h" #include "core\kernel\memory-manager\VMManager.h" // for g_VMManager #include "core\kernel\support\EmuXTL.h" #include "Logging.h" @@ -148,7 +151,7 @@ static DWORD g_VBLastSwap = 0; static XTL::D3DSWAPDATA g_SwapData = {0}; static DWORD g_SwapLast = 0; -static XTL::CxbxVertexBufferConverter VertexBufferConverter = {}; +static CxbxVertexBufferConverter VertexBufferConverter = {}; // cached Direct3D state variable(s) static XTL::IDirect3DIndexBuffer *pClosingLineLoopIndexBuffer = nullptr; @@ -156,7 +159,7 @@ static XTL::IDirect3DIndexBuffer *pClosingLineLoopIndexBuffer = nullptr; static XTL::IDirect3DIndexBuffer *pQuadToTriangleD3DIndexBuffer = nullptr; static UINT QuadToTriangleD3DIndexBuffer_Size = 0; // = NrOfQuadVertices -static XTL::INDEX16 *pQuadToTriangleIndexBuffer = nullptr; +static INDEX16 *pQuadToTriangleIndexBuffer = nullptr; static UINT QuadToTriangleIndexBuffer_Size = 0; // = NrOfQuadVertices static XTL::IDirect3DSurface *g_DefaultHostDepthBufferSuface = NULL; @@ -2525,7 +2528,7 @@ void CxbxUpdateActiveIndexBuffer } EmuLog(LOG_LEVEL::DEBUG, "CxbxUpdateActiveIndexBuffer: Copying %d indices (D3DFMT_INDEX16)", IndexCount); - memcpy(pData, pIndexData, IndexCount * sizeof(XTL::INDEX16)); + memcpy(pData, pIndexData, IndexCount * sizeof(INDEX16)); indexBuffer.pHostIndexBuffer->Unlock(); } @@ -3725,7 +3728,7 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_CreateVertexShader) CxbxVertexShader* pCxbxVertexShader = (CxbxVertexShader*)calloc(1, sizeof(CxbxVertexShader)); D3DVERTEXELEMENT *pRecompiledDeclaration = nullptr; - pRecompiledDeclaration = XTL::EmuRecompileVshDeclaration((DWORD*)pDeclaration, + pRecompiledDeclaration = EmuRecompileVshDeclaration((DWORD*)pDeclaration, /*bIsFixedFunction=*/pFunction == NULL, &XboxDeclarationCount, &HostDeclarationSize, @@ -3749,7 +3752,7 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_CreateVertexShader) { bool bUseDeclarationOnly = false; - hRet = XTL::EmuRecompileVshFunction((DWORD*)pFunction, + hRet = EmuRecompileVshFunction((DWORD*)pFunction, /*bNoReservedConstants=*/g_VertexShaderConstantMode == X_D3DSCM_NORESERVEDCONSTANTS, pRecompiledDeclaration, &bUseDeclarationOnly, @@ -7354,11 +7357,11 @@ constexpr UINT QuadToTriangleVertexCount(UINT NrOfQuadVertices) // TODO : Move to own file bool WindingClockwise = true; -constexpr unsigned int IndicesPerPage = PAGE_SIZE / sizeof(XTL::INDEX16); +constexpr unsigned int IndicesPerPage = PAGE_SIZE / sizeof(INDEX16); constexpr unsigned int InputQuadsPerPage = ((IndicesPerPage * VERTICES_PER_QUAD) / VERTICES_PER_TRIANGLE) / TRIANGLES_PER_QUAD; // TODO : Move to own file -XTL::INDEX16 *CxbxAssureQuadListIndexBuffer(UINT NrOfQuadVertices) +INDEX16 *CxbxAssureQuadListIndexBuffer(UINT NrOfQuadVertices) { if (QuadToTriangleIndexBuffer_Size < NrOfQuadVertices) { @@ -7369,10 +7372,10 @@ XTL::INDEX16 *CxbxAssureQuadListIndexBuffer(UINT NrOfQuadVertices) if (pQuadToTriangleIndexBuffer != nullptr) free(pQuadToTriangleIndexBuffer); - pQuadToTriangleIndexBuffer = (XTL::INDEX16 *)malloc(sizeof(XTL::INDEX16) * NrOfTriangleVertices); + pQuadToTriangleIndexBuffer = (INDEX16 *)malloc(sizeof(INDEX16) * NrOfTriangleVertices); UINT i = 0; - XTL::INDEX16 j = 0; + INDEX16 j = 0; while (i + 6 < NrOfTriangleVertices) { if (WindingClockwise) { @@ -7423,7 +7426,7 @@ void CxbxAssureQuadListD3DIndexBuffer(UINT NrOfQuadVertices) // Round the number of indices up so we'll allocate whole pages QuadToTriangleD3DIndexBuffer_Size = RoundUp(NrOfQuadVertices, InputQuadsPerPage); UINT NrOfTriangleVertices = QuadToTriangleVertexCount(QuadToTriangleD3DIndexBuffer_Size); // 4 > 6 - UINT uiIndexBufferSize = sizeof(XTL::INDEX16) * NrOfTriangleVertices; + UINT uiIndexBufferSize = sizeof(INDEX16) * NrOfTriangleVertices; // Create a new native index buffer of the above determined size : if (pQuadToTriangleD3DIndexBuffer != nullptr) { @@ -7445,7 +7448,7 @@ void CxbxAssureQuadListD3DIndexBuffer(UINT NrOfQuadVertices) CxbxKrnlCleanup("CxbxAssureQuadListD3DIndexBuffer : IndexBuffer Create Failed!"); // Put quadlist-to-triangle-list index mappings into this buffer : - XTL::INDEX16* pIndexBufferData = nullptr; + INDEX16* pIndexBufferData = nullptr; hRet = pQuadToTriangleD3DIndexBuffer->Lock(0, uiIndexBufferSize, (D3DLockData **)&pIndexBufferData, D3DLOCK_DISCARD); DEBUG_D3DRESULT(hRet, "pQuadToTriangleD3DIndexBuffer->Lock"); @@ -7467,13 +7470,13 @@ void CxbxAssureQuadListD3DIndexBuffer(UINT NrOfQuadVertices) // TODO : Move to own file // Calls SetIndices with a separate index-buffer, that's populated with the supplied indices. -void CxbxDrawIndexedClosingLine(XTL::INDEX16 LowIndex, XTL::INDEX16 HighIndex) +void CxbxDrawIndexedClosingLine(INDEX16 LowIndex, INDEX16 HighIndex) { LOG_INIT // Allows use of DEBUG_D3DRESULT HRESULT hRet; - const UINT uiIndexBufferSize = sizeof(XTL::INDEX16) * 2; // 4 bytes needed for 2 indices + const UINT uiIndexBufferSize = sizeof(INDEX16) * 2; // 4 bytes needed for 2 indices if (pClosingLineLoopIndexBuffer == nullptr) { hRet = g_pD3DDevice->CreateIndexBuffer( uiIndexBufferSize, @@ -7487,7 +7490,7 @@ void CxbxDrawIndexedClosingLine(XTL::INDEX16 LowIndex, XTL::INDEX16 HighIndex) CxbxKrnlCleanup("Unable to create pClosingLineLoopIndexBuffer for D3DPT_LINELOOP emulation"); } - XTL::INDEX16 *pCxbxClosingLineLoopIndexBufferData = nullptr; + INDEX16 *pCxbxClosingLineLoopIndexBufferData = nullptr; hRet = pClosingLineLoopIndexBuffer->Lock(0, uiIndexBufferSize, (D3DLockData **)(&pCxbxClosingLineLoopIndexBufferData), D3DLOCK_DISCARD); DEBUG_D3DRESULT(hRet, "pClosingLineLoopIndexBuffer->Lock"); @@ -7514,11 +7517,11 @@ void CxbxDrawIndexedClosingLine(XTL::INDEX16 LowIndex, XTL::INDEX16 HighIndex) } // TODO : Move to own file -void CxbxDrawIndexedClosingLineUP(XTL::INDEX16 LowIndex, XTL::INDEX16 HighIndex, void *pHostVertexStreamZeroData, UINT uiHostVertexStreamZeroStride) +void CxbxDrawIndexedClosingLineUP(INDEX16 LowIndex, INDEX16 HighIndex, void *pHostVertexStreamZeroData, UINT uiHostVertexStreamZeroStride) { LOG_INIT // Allows use of DEBUG_D3DRESULT - XTL::INDEX16 CxbxClosingLineIndices[2] = { LowIndex, HighIndex }; + INDEX16 CxbxClosingLineIndices[2] = { LowIndex, HighIndex }; HRESULT hRet = g_pD3DDevice->DrawIndexedPrimitiveUP( XTL::D3DPT_LINELIST, @@ -7537,7 +7540,7 @@ void CxbxDrawIndexedClosingLineUP(XTL::INDEX16 LowIndex, XTL::INDEX16 HighIndex, // Requires assigned pIndexData // Called by D3DDevice_DrawIndexedVertices and EmuExecutePushBufferRaw (twice) -void XTL::CxbxDrawIndexed(CxbxDrawContext &DrawContext) +void CxbxDrawIndexed(CxbxDrawContext &DrawContext) { LOG_INIT // Allows use of DEBUG_D3DRESULT @@ -7548,7 +7551,7 @@ void XTL::CxbxDrawIndexed(CxbxDrawContext &DrawContext) CxbxUpdateActiveIndexBuffer(DrawContext.pIndexData, DrawContext.dwVertexCount); VertexBufferConverter.Apply(&DrawContext); - if (DrawContext.XboxPrimitiveType == X_D3DPT_QUADLIST) { + if (DrawContext.XboxPrimitiveType == XTL::X_D3DPT_QUADLIST) { UINT uiStartIndex = 0; int iNumVertices = (int)DrawContext.dwVertexCount; // Indexed quadlist can be drawn using unpatched indexes via multiple draws of 2 'strip' triangles : @@ -7564,7 +7567,7 @@ void XTL::CxbxDrawIndexed(CxbxDrawContext &DrawContext) // Emulate a quad by drawing each as a fan of 2 triangles HRESULT hRet = g_pD3DDevice->DrawIndexedPrimitive( - D3DPT_TRIANGLEFAN, + XTL::D3DPT_TRIANGLEFAN, DrawContext.dwIndexBase, LowIndex, // minIndex (HighIndex - LowIndex) + 1, // NumVertices @@ -7596,7 +7599,7 @@ void XTL::CxbxDrawIndexed(CxbxDrawContext &DrawContext) DEBUG_D3DRESULT(hRet, "g_pD3DDevice->DrawIndexedPrimitive"); g_dwPrimPerFrame += DrawContext.dwHostPrimitiveCount; - if (DrawContext.XboxPrimitiveType == X_D3DPT_LINELOOP) { + if (DrawContext.XboxPrimitiveType == XTL::X_D3DPT_LINELOOP) { // Close line-loops using a final single line, drawn from the end to the start vertex LOG_TEST_CASE("X_D3DPT_LINELOOP"); // Read the end and start index from the supplied index data @@ -7619,7 +7622,7 @@ void XTL::CxbxDrawIndexed(CxbxDrawContext &DrawContext) // TODO : Move to own file // Drawing function specifically for rendering Xbox draw calls supplying a 'User Pointer'. // Called by D3DDevice_DrawVerticesUP, EmuExecutePushBufferRaw and EmuFlushIVB -void XTL::CxbxDrawPrimitiveUP(CxbxDrawContext &DrawContext) +void CxbxDrawPrimitiveUP(CxbxDrawContext &DrawContext) { LOG_INIT // Allows use of DEBUG_D3DRESULT @@ -7629,7 +7632,7 @@ void XTL::CxbxDrawPrimitiveUP(CxbxDrawContext &DrawContext) assert(DrawContext.dwIndexBase == 0); // No IndexBase under Draw*UP VertexBufferConverter.Apply(&DrawContext); - if (DrawContext.XboxPrimitiveType == X_D3DPT_QUADLIST) { + if (DrawContext.XboxPrimitiveType == XTL::X_D3DPT_QUADLIST) { // LOG_TEST_CASE("X_D3DPT_QUADLIST"); // X-Marbles and XDK Sample PlayField hits this case // Draw quadlists using a single 'quad-to-triangle mapping' index buffer : INDEX16 *pIndexData = CxbxAssureQuadListIndexBuffer(DrawContext.dwVertexCount); @@ -7642,12 +7645,12 @@ void XTL::CxbxDrawPrimitiveUP(CxbxDrawContext &DrawContext) INDEX16 HighIndex = (INDEX16)(DrawContext.dwVertexCount - 1); HRESULT hRet = g_pD3DDevice->DrawIndexedPrimitiveUP( - D3DPT_TRIANGLELIST, // Draw indexed triangles instead of quads + XTL::D3DPT_TRIANGLELIST, // Draw indexed triangles instead of quads LowIndex, // MinVertexIndex (HighIndex - LowIndex) + 1, // NumVertexIndices PrimitiveCount, pIndexData, - D3DFMT_INDEX16, // IndexDataFormat + XTL::D3DFMT_INDEX16, // IndexDataFormat DrawContext.pHostVertexStreamZeroData, DrawContext.uiHostVertexStreamZeroStride ); @@ -7666,7 +7669,7 @@ void XTL::CxbxDrawPrimitiveUP(CxbxDrawContext &DrawContext) DEBUG_D3DRESULT(hRet, "g_pD3DDevice->DrawPrimitiveUP"); g_dwPrimPerFrame += DrawContext.dwHostPrimitiveCount; - if (DrawContext.XboxPrimitiveType == X_D3DPT_LINELOOP) { + if (DrawContext.XboxPrimitiveType == XTL::X_D3DPT_LINELOOP) { // Note : XDK samples reaching this case : DebugKeyboard, Gamepad, Tiling, ShadowBuffer // Since we can use pHostVertexStreamZeroData here, we can close the line simpler than // via CxbxDrawIndexedClosingLine, by drawing two indices via DrawIndexedPrimitiveUP. @@ -8324,9 +8327,9 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_SetPalette) // g_pD3DDevice9->SetCurrentTexturePalette(Stage, Stage); if (Stage < XTL::X_D3DTS_STAGECOUNT) { - if (g_pCurrentPalette[Stage] != GetDataFromXboxResource(pPalette) && XTL::EmuD3DActiveTexture[Stage] != nullptr) { + if (g_pCurrentPalette[Stage] != GetDataFromXboxResource(pPalette) && EmuD3DActiveTexture[Stage] != nullptr) { // If the palette for a texture has changed, we need to re-convert the texture - FreeHostResource(GetHostResourceKey(XTL::EmuD3DActiveTexture[Stage])); + FreeHostResource(GetHostResourceKey(EmuD3DActiveTexture[Stage])); } // Cache palette data and size diff --git a/src/core/hle/D3D8/Direct3D9/WalkIndexBuffer.cpp b/src/core/hle/D3D8/Direct3D9/WalkIndexBuffer.cpp index 65011bbf6..1555e1374 100644 --- a/src/core/hle/D3D8/Direct3D9/WalkIndexBuffer.cpp +++ b/src/core/hle/D3D8/Direct3D9/WalkIndexBuffer.cpp @@ -11,13 +11,13 @@ // Walk an index buffer to find the minimum and maximum indices // Default implementation -void WalkIndexBuffer_NoSIMD(XTL::INDEX16 & LowIndex, XTL::INDEX16 & HighIndex, XTL::INDEX16 * pIndexData, DWORD dwIndexCount) +void WalkIndexBuffer_NoSIMD(INDEX16 & LowIndex, INDEX16 & HighIndex, INDEX16 * pIndexData, DWORD dwIndexCount) { // Determine highest and lowest index in use LowIndex = pIndexData[0]; HighIndex = LowIndex; for (unsigned int i = 1; i < dwIndexCount; i++) { - XTL::INDEX16 Index = pIndexData[i]; + INDEX16 Index = pIndexData[i]; if (LowIndex > Index) LowIndex = Index; if (HighIndex < Index) @@ -26,7 +26,7 @@ void WalkIndexBuffer_NoSIMD(XTL::INDEX16 & LowIndex, XTL::INDEX16 & HighIndex, X } //SSE 4.1 implementation -void WalkIndexBuffer_SSE41(XTL::INDEX16 & LowIndex, XTL::INDEX16 & HighIndex, XTL::INDEX16 * pIndexData, DWORD dwIndexCount) +void WalkIndexBuffer_SSE41(INDEX16 & LowIndex, INDEX16 & HighIndex, INDEX16 * pIndexData, DWORD dwIndexCount) { // We can fit 8 ushorts into 128 bit SIMD registers int iterations = dwIndexCount / 8; @@ -58,8 +58,8 @@ void WalkIndexBuffer_SSE41(XTL::INDEX16 & LowIndex, XTL::INDEX16 & HighIndex, XT max = _mm_minpos_epu16(max); // Get the min and max out - LowIndex = (XTL::INDEX16) _mm_cvtsi128_si32(min); - HighIndex = (XTL::INDEX16) USHRT_MAX - _mm_cvtsi128_si32(max); // invert back + LowIndex = (INDEX16) _mm_cvtsi128_si32(min); + HighIndex = (INDEX16) USHRT_MAX - _mm_cvtsi128_si32(max); // invert back // Compare with the remaining values that didn't fit neatly into the SIMD registers for (DWORD i = dwIndexCount - remainder; i < dwIndexCount; i++) { @@ -74,8 +74,8 @@ void WalkIndexBuffer_SSE41(XTL::INDEX16 & LowIndex, XTL::INDEX16 & HighIndex, XT // TODO AVX2, AVX512 implementations // Detect SSE support to select real implementation on first call -void(*WalkIndexBuffer)(XTL::INDEX16 &, XTL::INDEX16 &, XTL::INDEX16 *, DWORD) = -[](XTL::INDEX16 &LowIndex, XTL::INDEX16 &HighIndex, XTL::INDEX16 *pIndexData, DWORD dwIndexCount) +void(*WalkIndexBuffer)(INDEX16 &, INDEX16 &, INDEX16 *, DWORD) = +[](INDEX16 &LowIndex, INDEX16 &HighIndex, INDEX16 *pIndexData, DWORD dwIndexCount) { SimdCaps supports; if (supports.SSE41()) diff --git a/src/core/hle/D3D8/Direct3D9/WalkIndexBuffer.h b/src/core/hle/D3D8/Direct3D9/WalkIndexBuffer.h index d064c7a4a..e3bd0cf2e 100644 --- a/src/core/hle/D3D8/Direct3D9/WalkIndexBuffer.h +++ b/src/core/hle/D3D8/Direct3D9/WalkIndexBuffer.h @@ -6,9 +6,9 @@ extern void(*WalkIndexBuffer) ( - XTL::INDEX16 &LowIndex, - XTL::INDEX16 &HighIndex, - XTL::INDEX16 *pIndexData, + INDEX16 &LowIndex, + INDEX16 &HighIndex, + INDEX16 *pIndexData, DWORD dwIndexCount ); diff --git a/src/core/hle/D3D8/XbD3D8Types.h b/src/core/hle/D3D8/XbD3D8Types.h index 908295912..8af691b67 100644 --- a/src/core/hle/D3D8/XbD3D8Types.h +++ b/src/core/hle/D3D8/XbD3D8Types.h @@ -1111,8 +1111,6 @@ const int X_D3DVSDT_PBYTE4 = 0x44; // xbox ext. 4D packed byte expanded to const int X_D3DVSDT_FLOAT2H = 0x72; // xbox ext. 3D float that expands to (value, value, 0.0, value). Useful for projective texture coordinates. const int X_D3DVSDT_NONE = 0x02; // xbox ext. nsp -typedef WORD INDEX16; - typedef enum _X_D3DVSD_TOKENTYPE { X_D3DVSD_TOKEN_NOP = 0, // NOP or extension @@ -1210,96 +1208,6 @@ typedef DWORD NV2AMETHOD; // // Host vertex shader counts -#define VSH_MAX_TEMPORARY_REGISTERS 32 -#define VSH_MAX_INTERMEDIATE_COUNT 1024 // The maximum number of intermediate format slots -#define VSH_VS11_MAX_INSTRUCTION_COUNT 128 -#define VSH_VS2X_MAX_INSTRUCTION_COUNT 256 -#define VSH_VS30_MAX_INSTRUCTION_COUNT 512 - #define CXBX_D3DVS_CONSTREG_VERTEXDATA4F_BASE (X_D3DVS_CONSTREG_COUNT + 1) -typedef struct _CxbxPixelShader -{ - //IDirect3DPixelShader* pShader; - //ID3DXConstantTable *pConstantTable; - DWORD Handle; - - BOOL bBumpEnvMap; - - // constants - DWORD PSRealC0[8]; - DWORD PSRealC1[8]; - DWORD PSRealFC0; - DWORD PSRealFC1; - - BOOL bConstantsInitialized; - BOOL bConstantsChanged; - - DWORD dwStatus; - X_D3DPIXELSHADERDEF PSDef; - - DWORD dwStageMap[X_D3DTS_STAGECOUNT]; - -} -CxbxPixelShader; - -typedef struct _CxbxVertexShaderStreamElement -{ - UINT XboxType; // The stream element data types (xbox) - UINT HostByteSize; // The stream element data sizes (pc) -} -CxbxVertexShaderStreamElement; - -/* See host typedef struct _D3DVERTEXELEMENT9 -{ - WORD Stream; // Stream index - WORD Offset; // Offset in the stream in bytes - BYTE Type; // Data type - BYTE Method; // Processing method - BYTE Usage; // Semantics - BYTE UsageIndex; // Semantic index -} D3DVERTEXELEMENT9, *LPD3DVERTEXELEMENT9; -*/ - -typedef struct _CxbxVertexShaderStreamInfo -{ - BOOL NeedPatch; // This is to know whether it's data which must be patched - BOOL DeclPosition; - WORD HostVertexStride; - DWORD NumberOfVertexElements; // Number of the stream data types - WORD CurrentStreamNumber; - CxbxVertexShaderStreamElement VertexElements[X_VSH_MAX_ATTRIBUTES + 16]; // TODO : Why 16 extrahost additions?) -} -CxbxVertexShaderStreamInfo; - -typedef struct _CxbxVertexShaderInfo -{ - UINT NumberOfVertexStreams; // The number of streams the vertex shader uses - CxbxVertexShaderStreamInfo VertexStreams[X_VSH_MAX_STREAMS]; -} -CxbxVertexShaderInfo; - -typedef struct _CxbxVertexShader -{ - // These are the parameters given by the XBE, - // we save them to be able to return them when necessary. - DWORD* pXboxDeclarationCopy; - DWORD XboxDeclarationCount; // Xbox's number of DWORD-sized X_D3DVSD* tokens - DWORD XboxFunctionSize; - DWORD* pXboxFunctionCopy; - UINT XboxNrAddressSlots; - DWORD XboxVertexShaderType; - // DWORD XboxStatus; // Used by VshHandleIsValidShader() - - // The resulting host variables - DWORD HostFVF; // Flexible Vertex Format (used when there's no host vertex shader) - XTL::IDirect3DVertexShader* pHostVertexShader; // if nullptr, use SetFVF(HostFVF); - XTL::IDirect3DVertexDeclaration* pHostVertexDeclaration; - DWORD HostDeclarationSize; - - // Needed for dynamic stream patching - CxbxVertexShaderInfo VertexShaderInfo; -} -CxbxVertexShader; - #endif diff --git a/src/core/hle/D3D8/XbPushBuffer.cpp b/src/core/hle/D3D8/XbPushBuffer.cpp index 547585d4c..821124729 100644 --- a/src/core/hle/D3D8/XbPushBuffer.cpp +++ b/src/core/hle/D3D8/XbPushBuffer.cpp @@ -31,8 +31,11 @@ #include "core\kernel\support\Emu.h" #include "core\kernel\support\EmuXTL.h" -#include "XbD3D8Types.h" // For X_D3DFORMAT +namespace XTL { + #include "core\hle\D3D8\XbD3D8Types.h" // For X_D3DFORMAT +} #include "core\hle\D3D8\ResourceTracker.h" +#include "core\hle\D3D8\XbPushBuffer.h" #include "devices/video/nv2a.h" // For g_NV2A, PGRAPHState #include "devices/video/nv2a_int.h" // For NV** defines #include "Logging.h" @@ -47,7 +50,7 @@ static void DbgDumpMesh(WORD *pIndexData, DWORD dwCount); // Determine the size (in number of floating point texture coordinates) of the texture format (indexed 0 .. 3). // This is the reverse of the D3DFVF_TEXCOORDSIZE[0..3] macros. -int XTL::DxbxFVF_GetNumberOfTextureCoordinates(DWORD dwFVF, int aTextureIndex) +int DxbxFVF_GetNumberOfTextureCoordinates(DWORD dwFVF, int aTextureIndex) { // See D3DFVF_TEXCOORDSIZE1() switch ((dwFVF >> ((aTextureIndex * 2) + 16)) & 3) { @@ -63,7 +66,7 @@ int XTL::DxbxFVF_GetNumberOfTextureCoordinates(DWORD dwFVF, int aTextureIndex) // Dxbx Note: This code appeared in EmuExecutePushBufferRaw and occured // in EmuFlushIVB too, so it's generalize in this single implementation. -UINT XTL::DxbxFVFToVertexSizeInBytes(DWORD dwFVF, BOOL bIncludeTextures) +UINT DxbxFVFToVertexSizeInBytes(DWORD dwFVF, BOOL bIncludeTextures) { /* X_D3DFVF_POSITION_MASK = $00E; // Dec /2 #fl @@ -115,12 +118,14 @@ UINT XTL::DxbxFVFToVertexSizeInBytes(DWORD dwFVF, BOOL bIncludeTextures) return Result; } -void XTL::EmuExecutePushBuffer +void EmuExecutePushBuffer ( - X_D3DPushBuffer *pPushBuffer, - X_D3DFixup *pFixup + XTL::X_D3DPushBuffer *pPushBuffer, + XTL::X_D3DFixup *pFixup ) { + using namespace XTL; + //Check whether Fixup exists or not. if (pFixup != NULL) { LOG_TEST_CASE("PushBuffer has fixups"); @@ -451,12 +456,14 @@ typedef union { #define COMMAND_WORD_MASK_JUMP_LONG 0xFFFFFFFC /* 2 .. 28 */ } nv_fifo_command; -extern void XTL::EmuExecutePushBufferRaw +extern void EmuExecutePushBufferRaw ( void *pPushData, uint32_t uSizeInBytes ) { + using namespace XTL; // for logging + HLE_init_pgraph_plugins(); // TODO : Move to more approriate spot // Test-case : Azurik (see https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/issues/360) @@ -492,7 +499,7 @@ extern void XTL::EmuExecutePushBufferRaw uint32_t *dma_put; // pushbuffer current end address uint32_t *dma_get; //pushbuffer current read address struct { - NV2AMETHOD mthd; // Current method + XTL::NV2AMETHOD mthd; // Current method uint32_t subc; // :3 = Current subchannel uint32_t mcnt; // :24 = Current method count bool ni; // Current command's NI (non-increasing) flag diff --git a/src/core/hle/D3D8/XbPushBuffer.h b/src/core/hle/D3D8/XbPushBuffer.h index 8905d4327..ca2ac5111 100644 --- a/src/core/hle/D3D8/XbPushBuffer.h +++ b/src/core/hle/D3D8/XbPushBuffer.h @@ -24,6 +24,8 @@ // ****************************************************************** #ifndef XBPUSHBUFFER_H #define XBPUSHBUFFER_H + +#include "core/hle/D3D8/XbVertexBuffer.h" // for CxbxDrawContext extern int DxbxFVF_GetNumberOfTextureCoordinates(DWORD dwFVF, int aTextureIndex); extern UINT DxbxFVFToVertexSizeInBytes(DWORD dwFVF, BOOL bIncludeTextures); @@ -33,8 +35,8 @@ extern void CxbxDrawPrimitiveUP(CxbxDrawContext &DrawContext); extern void EmuExecutePushBuffer ( - X_D3DPushBuffer *pPushBuffer, - X_D3DFixup *pFixup + XTL::X_D3DPushBuffer *pPushBuffer, + XTL::X_D3DFixup *pFixup ); extern void EmuExecutePushBufferRaw diff --git a/src/core/hle/D3D8/XbVertexBuffer.cpp b/src/core/hle/D3D8/XbVertexBuffer.cpp index 410ba5cfa..e770f3969 100644 --- a/src/core/hle/D3D8/XbVertexBuffer.cpp +++ b/src/core/hle/D3D8/XbVertexBuffer.cpp @@ -33,6 +33,8 @@ #include "core\kernel\support\Emu.h" #include "core\kernel\support\EmuXTL.h" #include "core\hle\D3D8\ResourceTracker.h" +#include "core\hle\D3D8\XbPushBuffer.h" // for DxbxFVF_GetNumberOfTextureCoordinates +#include "core\hle\D3D8\XbVertexBuffer.h" #include #include @@ -41,18 +43,18 @@ #define MAX_STREAM_NOT_USED_TIME (2 * CLOCKS_PER_SEC) // TODO: Trim the not used time // Inline vertex buffer emulation -extern XTL::X_D3DPRIMITIVETYPE XTL::g_InlineVertexBuffer_PrimitiveType = XTL::X_D3DPT_INVALID; -extern DWORD XTL::g_InlineVertexBuffer_FVF = 0; -extern struct XTL::_D3DIVB *XTL::g_InlineVertexBuffer_Table = nullptr; -extern UINT XTL::g_InlineVertexBuffer_TableLength = 0; -extern UINT XTL::g_InlineVertexBuffer_TableOffset = 0; +extern XTL::X_D3DPRIMITIVETYPE g_InlineVertexBuffer_PrimitiveType = XTL::X_D3DPT_INVALID; +extern DWORD g_InlineVertexBuffer_FVF = 0; +extern struct _D3DIVB *g_InlineVertexBuffer_Table = nullptr; +extern UINT g_InlineVertexBuffer_TableLength = 0; +extern UINT g_InlineVertexBuffer_TableOffset = 0; FLOAT *g_InlineVertexBuffer_pData = nullptr; UINT g_InlineVertexBuffer_DataSize = 0; extern XTL::X_D3DVertexBuffer *g_pVertexBuffer = NULL; -extern DWORD XTL::g_dwPrimPerFrame = 0; +extern DWORD g_dwPrimPerFrame = 0; extern XTL::X_D3DVertexBuffer*g_D3DStreams[X_VSH_MAX_STREAMS]; extern UINT g_D3DStreamStrides[X_VSH_MAX_STREAMS]; extern XTL::X_D3DSurface* g_pXboxRenderTarget; @@ -62,7 +64,7 @@ bool GetHostRenderTargetDimensions(DWORD* pHostWidth, DWORD* pHostHeight, XTL::I uint32_t GetPixelContainerWidth(XTL::X_D3DPixelContainer* pPixelContainer); uint32_t GetPixelContainerHeight(XTL::X_D3DPixelContainer* pPixelContainer); -void XTL::CxbxPatchedStream::Activate(XTL::CxbxDrawContext *pDrawContext, UINT uiStream) const +void CxbxPatchedStream::Activate(CxbxDrawContext *pDrawContext, UINT uiStream) const { //LOG_INIT // Allows use of DEBUG_D3DRESULT @@ -86,12 +88,12 @@ void XTL::CxbxPatchedStream::Activate(XTL::CxbxDrawContext *pDrawContext, UINT u } } -XTL::CxbxPatchedStream::CxbxPatchedStream() +CxbxPatchedStream::CxbxPatchedStream() { isValid = false; } -XTL::CxbxPatchedStream::~CxbxPatchedStream() +CxbxPatchedStream::~CxbxPatchedStream() { if (bCachedHostVertexStreamZeroDataIsAllocated) { free(pCachedHostVertexStreamZeroData); @@ -106,7 +108,7 @@ XTL::CxbxPatchedStream::~CxbxPatchedStream() } } -XTL::CxbxVertexBufferConverter::CxbxVertexBufferConverter() +CxbxVertexBufferConverter::CxbxVertexBufferConverter() { m_uiNbrStreams = 0; m_pVertexShaderInfo = nullptr; @@ -145,9 +147,9 @@ int CountActiveD3DStreams() return lastStreamIndex; } -XTL::CxbxVertexShaderInfo *GetCxbxVertexShaderInfo(DWORD XboxVertexShaderHandle); // forward +CxbxVertexShaderInfo *GetCxbxVertexShaderInfo(DWORD XboxVertexShaderHandle); // forward -UINT XTL::CxbxVertexBufferConverter::GetNbrStreams(CxbxDrawContext *pDrawContext) +UINT CxbxVertexBufferConverter::GetNbrStreams(CxbxDrawContext *pDrawContext) { // Draw..Up always have one stream if (pDrawContext->pXboxVertexStreamZeroData != xbnullptr) { @@ -195,7 +197,7 @@ inline FLOAT ByteToFloat(const BYTE value) return ((FLOAT)value) / 255.0f; } -XTL::CxbxPatchedStream& XTL::CxbxVertexBufferConverter::GetPatchedStream(uint64_t key) +CxbxPatchedStream& CxbxVertexBufferConverter::GetPatchedStream(uint64_t key) { // First, attempt to fetch an existing patched stream auto it = m_PatchedStreams.find(key); @@ -222,7 +224,7 @@ XTL::CxbxPatchedStream& XTL::CxbxVertexBufferConverter::GetPatchedStream(uint64_ return stream; } -void XTL::CxbxVertexBufferConverter::PrintStats() +void CxbxVertexBufferConverter::PrintStats() { printf("Vertex Buffer Cache Status: \n"); printf("- Cache Size: %d\n", m_PatchedStreams.size()); @@ -230,7 +232,7 @@ void XTL::CxbxVertexBufferConverter::PrintStats() printf("- Misses: %d\n", m_TotalCacheMisses); } -void XTL::CxbxVertexBufferConverter::ConvertStream +void CxbxVertexBufferConverter::ConvertStream ( CxbxDrawContext *pDrawContext, UINT uiStream @@ -257,7 +259,7 @@ void XTL::CxbxVertexBufferConverter::ConvertStream if (i + 1 <= dwTexN) { pActivePixelContainer[i].NrTexCoords = DxbxFVF_GetNumberOfTextureCoordinates(XboxFVF, i); // TODO : Use GetXboxBaseTexture() - X_D3DBaseTexture *pXboxBaseTexture = EmuD3DActiveTexture[i]; + XTL::X_D3DBaseTexture *pXboxBaseTexture = XTL::EmuD3DActiveTexture[i]; if (pXboxBaseTexture != xbnullptr) { extern XTL::X_D3DFORMAT GetXboxPixelContainerFormat(const XTL::X_D3DPixelContainer *pXboxPixelContainer); // TODO : Move to XTL-independent header file @@ -297,7 +299,7 @@ void XTL::CxbxVertexBufferConverter::ConvertStream UINT uiHostVertexStride = 0; DWORD dwHostVertexDataSize = 0; uint8_t *pHostVertexData = nullptr; - IDirect3DVertexBuffer *pNewHostVertexBuffer = nullptr; + XTL::IDirect3DVertexBuffer *pNewHostVertexBuffer = nullptr; if (pDrawContext->pXboxVertexStreamZeroData != xbnullptr) { // There should only be one stream (stream zero) in this case @@ -440,7 +442,7 @@ void XTL::CxbxVertexBufferConverter::ConvertStream // Dxbx note : The following code handles only the D3DVSDT enums that need conversion; // All other cases are catched by the memcpy in the default-block. switch (pVertexShaderStreamInfo->VertexElements[uiElement].XboxType) { - case X_D3DVSDT_NORMSHORT1: { // 0x11: + case XTL::X_D3DVSDT_NORMSHORT1: { // 0x11: // Test-cases : Halo - Combat Evolved XboxElementByteSize = 1 * sizeof(SHORT); if (g_D3DCaps.DeclTypes & D3DDTCAPS_SHORT2N) { @@ -456,7 +458,7 @@ void XTL::CxbxVertexBufferConverter::ConvertStream } break; } - case X_D3DVSDT_NORMSHORT2: { // 0x21: + case XTL::X_D3DVSDT_NORMSHORT2: { // 0x21: // Test-cases : Baldur's Gate: Dark Alliance 2, F1 2002, Gun, Halo - Combat Evolved, Scrapland XboxElementByteSize = 2 * sizeof(SHORT); if (g_D3DCaps.DeclTypes & D3DDTCAPS_SHORT2N) { @@ -476,7 +478,7 @@ void XTL::CxbxVertexBufferConverter::ConvertStream } break; } - case X_D3DVSDT_NORMSHORT3: { // 0x31: + case XTL::X_D3DVSDT_NORMSHORT3: { // 0x31: // Test-cases : Cel Damage, Constantine, Destroy All Humans! XboxElementByteSize = 3 * sizeof(SHORT); if (g_D3DCaps.DeclTypes & D3DDTCAPS_SHORT4N) { @@ -495,7 +497,7 @@ void XTL::CxbxVertexBufferConverter::ConvertStream } break; } - case X_D3DVSDT_NORMSHORT4: { // 0x41: + case XTL::X_D3DVSDT_NORMSHORT4: { // 0x41: // Test-cases : Judge Dredd: Dredd vs Death, NHL Hitz 2002, Silent Hill 2, Sneakers, Tony Hawk Pro Skater 4 XboxElementByteSize = 4 * sizeof(SHORT); if (g_D3DCaps.DeclTypes & D3DDTCAPS_SHORT4N) { @@ -519,7 +521,7 @@ void XTL::CxbxVertexBufferConverter::ConvertStream } break; } - case X_D3DVSDT_NORMPACKED3: { // 0x16: + case XTL::X_D3DVSDT_NORMPACKED3: { // 0x16: // Test-cases : Dashboard XboxElementByteSize = 1 * sizeof(int32_t); // Make it FLOAT3 @@ -539,14 +541,14 @@ void XTL::CxbxVertexBufferConverter::ConvertStream pHostVertexAsFloat[2] = PackedIntToFloat(NormPacked3.z, 511.0f, 512.f); break; } - case X_D3DVSDT_SHORT1: { // 0x15: + case XTL::X_D3DVSDT_SHORT1: { // 0x15: XboxElementByteSize = 1 * sizeof(SHORT); // Make it SHORT2 and set the second short to 0 pHostVertexAsShort[0] = pXboxVertexAsShort[0]; pHostVertexAsShort[1] = 0; break; } - case X_D3DVSDT_SHORT3: { // 0x35: + case XTL::X_D3DVSDT_SHORT3: { // 0x35: // Test-cases : Turok XboxElementByteSize = 3 * sizeof(SHORT); // Make it a SHORT4 and set the fourth short to 1 @@ -556,7 +558,7 @@ void XTL::CxbxVertexBufferConverter::ConvertStream pHostVertexAsShort[3] = 1; // Turok verified (character disappears when this is 32767) break; } - case X_D3DVSDT_PBYTE1: { // 0x14: + case XTL::X_D3DVSDT_PBYTE1: { // 0x14: XboxElementByteSize = 1 * sizeof(BYTE); if (g_D3DCaps.DeclTypes & D3DDTCAPS_UBYTE4N) { // Make it UBYTE4N @@ -572,7 +574,7 @@ void XTL::CxbxVertexBufferConverter::ConvertStream } break; } - case X_D3DVSDT_PBYTE2: { // 0x24: + case XTL::X_D3DVSDT_PBYTE2: { // 0x24: XboxElementByteSize = 2 * sizeof(BYTE); if (g_D3DCaps.DeclTypes & D3DDTCAPS_UBYTE4N) { // Make it UBYTE4N @@ -589,7 +591,7 @@ void XTL::CxbxVertexBufferConverter::ConvertStream } break; } - case X_D3DVSDT_PBYTE3: { // 0x34: + case XTL::X_D3DVSDT_PBYTE3: { // 0x34: // Test-cases : Turok XboxElementByteSize = 3 * sizeof(BYTE); if (g_D3DCaps.DeclTypes & D3DDTCAPS_UBYTE4N) { @@ -608,7 +610,7 @@ void XTL::CxbxVertexBufferConverter::ConvertStream } break; } - case X_D3DVSDT_PBYTE4: { // 0x44: + case XTL::X_D3DVSDT_PBYTE4: { // 0x44: // Test-case : Jet Set Radio Future XboxElementByteSize = 4 * sizeof(BYTE); if (g_D3DCaps.DeclTypes & D3DDTCAPS_UBYTE4N) { @@ -632,7 +634,7 @@ void XTL::CxbxVertexBufferConverter::ConvertStream } break; } - case X_D3DVSDT_FLOAT2H: { // 0x72: + case XTL::X_D3DVSDT_FLOAT2H: { // 0x72: XboxElementByteSize = 3 * sizeof(FLOAT); // Make it FLOAT4 and set the third float to 0.0 pHostVertexAsFloat[0] = pXboxVertexAsFloat[0]; @@ -641,7 +643,7 @@ void XTL::CxbxVertexBufferConverter::ConvertStream pHostVertexAsFloat[3] = pXboxVertexAsFloat[2]; break; } - case X_D3DVSDT_NONE: { // 0x02: // Skip it + case XTL::X_D3DVSDT_NONE: { // 0x02: // Skip it // Test-case : WWE RAW2 LOG_TEST_CASE("X_D3DVSDT_NONE"); break; @@ -675,7 +677,7 @@ void XTL::CxbxVertexBufferConverter::ConvertStream // Locate texture coordinate offset in vertex structure. if (bNeedTextureNormalization) { - uiTextureCoordinatesByteOffsetInVertex = XTL::DxbxFVFToVertexSizeInBytes(XboxFVF, /*bIncludeTextures=*/false); + uiTextureCoordinatesByteOffsetInVertex = DxbxFVFToVertexSizeInBytes(XboxFVF, /*bIncludeTextures=*/false); if (bNeedVertexPatching) { LOG_TEST_CASE("Potential xbox vs host texture-offset difference! (bNeedVertexPatching within bNeedTextureNormalization)"); } @@ -784,9 +786,9 @@ void XTL::CxbxVertexBufferConverter::ConvertStream patchedStream.Activate(pDrawContext, uiStream); } -void XTL::CxbxVertexBufferConverter::Apply(CxbxDrawContext *pDrawContext) +void CxbxVertexBufferConverter::Apply(CxbxDrawContext *pDrawContext) { - if ((pDrawContext->XboxPrimitiveType < X_D3DPT_POINTLIST) || (pDrawContext->XboxPrimitiveType > X_D3DPT_POLYGON)) + if ((pDrawContext->XboxPrimitiveType < XTL::X_D3DPT_POINTLIST) || (pDrawContext->XboxPrimitiveType > XTL::X_D3DPT_POLYGON)) CxbxKrnlCleanup("Unknown primitive type: 0x%.02X\n", pDrawContext->XboxPrimitiveType); m_pVertexShaderInfo = nullptr; @@ -812,7 +814,7 @@ void XTL::CxbxVertexBufferConverter::Apply(CxbxDrawContext *pDrawContext) ConvertStream(pDrawContext, uiStream); } - if (pDrawContext->XboxPrimitiveType == X_D3DPT_QUADSTRIP) { + if (pDrawContext->XboxPrimitiveType == XTL::X_D3DPT_QUADSTRIP) { // Quad strip is just like a triangle strip, but requires two vertices per primitive. // A quadstrip starts with 4 vertices and adds 2 vertices per additional quad. // This is much like a trianglestrip, which starts with 3 vertices and adds @@ -823,12 +825,12 @@ void XTL::CxbxVertexBufferConverter::Apply(CxbxDrawContext *pDrawContext) // handled by d3d : // Test-case : XDK Samples (FocusBlur, MotionBlur, Trees, PaintEffect, PlayField) // No need to set : pDrawContext->XboxPrimitiveType = X_D3DPT_TRIANGLESTRIP; - pDrawContext->dwHostPrimitiveCount = EmuD3DVertex2PrimitiveCount(X_D3DPT_TRIANGLESTRIP, pDrawContext->dwVertexCount); + pDrawContext->dwHostPrimitiveCount = EmuD3DVertex2PrimitiveCount(XTL::X_D3DPT_TRIANGLESTRIP, pDrawContext->dwVertexCount); } else { pDrawContext->dwHostPrimitiveCount = EmuD3DVertex2PrimitiveCount(pDrawContext->XboxPrimitiveType, pDrawContext->dwVertexCount); } - if (pDrawContext->XboxPrimitiveType == X_D3DPT_POLYGON) { + if (pDrawContext->XboxPrimitiveType == XTL::X_D3DPT_POLYGON) { // Convex polygon is the same as a triangle fan. // No need to set : pDrawContext->XboxPrimitiveType = X_D3DPT_TRIANGLEFAN; // Test-case : Panzer Dragoon ORTA (when entering in-game) @@ -836,9 +838,9 @@ void XTL::CxbxVertexBufferConverter::Apply(CxbxDrawContext *pDrawContext) } } -VOID XTL::EmuFlushIVB() +VOID EmuFlushIVB() { - CxbxUpdateNativeD3DResources(); + XTL::CxbxUpdateNativeD3DResources(); // Parse IVB table with current FVF shader if possible. bool bFVF = VshHandleIsFVF(g_CurrentXboxVertexShaderHandle); diff --git a/src/core/hle/D3D8/XbVertexBuffer.h b/src/core/hle/D3D8/XbVertexBuffer.h index 252a525e6..0ca8d37dd 100644 --- a/src/core/hle/D3D8/XbVertexBuffer.h +++ b/src/core/hle/D3D8/XbVertexBuffer.h @@ -29,9 +29,12 @@ //#include // Conflict with io.h +//#include "core\kernel\support\EmuXTL.h" +#include "core\hle\D3D8\XbVertexShader.h" // for CxbxVertexShaderInfo + typedef struct _CxbxDrawContext { - IN X_D3DPRIMITIVETYPE XboxPrimitiveType; + IN XTL::X_D3DPRIMITIVETYPE XboxPrimitiveType; IN DWORD dwVertexCount; IN DWORD dwStartVertex; // Only D3DDevice_DrawVertices sets this (potentially higher than default 0) // The current vertex shader, used to identify the streams @@ -54,7 +57,7 @@ class CxbxPatchedStream public: CxbxPatchedStream(); ~CxbxPatchedStream(); - void Activate(XTL::CxbxDrawContext *pDrawContext, UINT uiStream) const; + void Activate(CxbxDrawContext *pDrawContext, UINT uiStream) const; bool isValid = false; XTL::X_D3DPRIMITIVETYPE XboxPrimitiveType = XTL::X_D3DPT_NONE; PVOID pCachedXboxVertexData = xbnullptr; @@ -88,7 +91,7 @@ class CxbxVertexBufferConverter std::list m_PatchedStreamUsageList; // Linked list of vertex streams, least recently used is last in the list CxbxPatchedStream& GetPatchedStream(uint64_t); // Fetches (or inserts) a patched stream associated with the given key - XTL::CxbxVertexShaderInfo *m_pVertexShaderInfo; + CxbxVertexShaderInfo *m_pVertexShaderInfo; // Returns the number of streams of a patch UINT GetNbrStreams(CxbxDrawContext *pPatchDesc); @@ -98,7 +101,7 @@ class CxbxVertexBufferConverter }; // inline vertex buffer emulation -extern X_D3DPRIMITIVETYPE g_InlineVertexBuffer_PrimitiveType; +extern XTL::X_D3DPRIMITIVETYPE g_InlineVertexBuffer_PrimitiveType; extern DWORD g_InlineVertexBuffer_FVF; extern struct _D3DIVB @@ -107,11 +110,11 @@ extern struct _D3DIVB FLOAT Rhw; // X_D3DVSDE_VERTEX (*) > D3DFVF_XYZ / D3DFVF_XYZRHW FLOAT Blend[4]; // X_D3DVSDE_BLENDWEIGHT > D3DFVF_XYZB1 (and 3 more up to D3DFVF_XYZB4) XTL::D3DXVECTOR3 Normal; // X_D3DVSDE_NORMAL > D3DFVF_NORMAL - D3DCOLOR Diffuse; // X_D3DVSDE_DIFFUSE > D3DFVF_DIFFUSE - D3DCOLOR Specular; // X_D3DVSDE_SPECULAR > D3DFVF_SPECULAR + XTL::D3DCOLOR Diffuse; // X_D3DVSDE_DIFFUSE > D3DFVF_DIFFUSE + XTL::D3DCOLOR Specular; // X_D3DVSDE_SPECULAR > D3DFVF_SPECULAR FLOAT Fog; // X_D3DVSDE_FOG > D3DFVF_FOG unavailable; TODO : How to handle? - D3DCOLOR BackDiffuse; // X_D3DVSDE_BACKDIFFUSE > D3DFVF_BACKDIFFUSE unavailable; TODO : How to handle? - D3DCOLOR BackSpecular; // X_D3DVSDE_BACKSPECULAR > D3DFVF_BACKSPECULAR unavailable; TODO : How to handle? + XTL::D3DCOLOR BackDiffuse; // X_D3DVSDE_BACKDIFFUSE > D3DFVF_BACKDIFFUSE unavailable; TODO : How to handle? + XTL::D3DCOLOR BackSpecular; // X_D3DVSDE_BACKSPECULAR > D3DFVF_BACKSPECULAR unavailable; TODO : How to handle? XTL::D3DXVECTOR4 TexCoord[4]; // X_D3DVSDE_TEXCOORD0 > D3DFVF_TEX1 (and 4 more up to D3DFVF_TEX4) // (*) X_D3DVSDE_POSITION and X_D3DVSDE_VERTEX both set Position, but Rhw seems optional, diff --git a/src/core/hle/D3D8/XbVertexShader.cpp b/src/core/hle/D3D8/XbVertexShader.cpp index 78bba58c4..027ff0421 100644 --- a/src/core/hle/D3D8/XbVertexShader.cpp +++ b/src/core/hle/D3D8/XbVertexShader.cpp @@ -33,6 +33,8 @@ #include "core\kernel\support\Emu.h" #include "core\kernel\support\EmuFS.h" #include "core\kernel\support\EmuXTL.h" +#include "core\hle\D3D8\XbVertexShader.h" + #include "XbD3D8Types.h" // For X_D3DVSDE_* #include #include @@ -45,7 +47,7 @@ #define VSH_MAX_INSTRUCTION_COUNT VSH_VS2X_MAX_INSTRUCTION_COUNT // == 256 #endif -// Host Vertex Shader version (mustn't conflict with any VERSION_XVS*) +// Internal Vertex Shader version (mustn't conflict with any VERSION_XVS*) #define VERSION_CXBX 0x7863 // 'cx' Cxbx vertex shader, not an official value, used in VshConvertShader() and VshWriteShader() #define DbgVshPrintf \ @@ -1743,8 +1745,8 @@ class XboxVertexDeclarationConverter { protected: // Internal variables - XTL::CxbxVertexShaderInfo* pVertexShaderInfoToSet; - XTL::CxbxVertexShaderStreamInfo* pCurrentVertexShaderStreamInfo = nullptr; + CxbxVertexShaderInfo* pVertexShaderInfoToSet; + CxbxVertexShaderStreamInfo* pCurrentVertexShaderStreamInfo = nullptr; DWORD temporaryCount; bool IsFixedFunction; XTL::D3DVERTEXELEMENT* pRecompiled; @@ -2153,7 +2155,7 @@ private: } // save patching information - XTL::CxbxVertexShaderStreamElement *pCurrentElement = &(pCurrentVertexShaderStreamInfo->VertexElements[pCurrentVertexShaderStreamInfo->NumberOfVertexElements]); + CxbxVertexShaderStreamElement *pCurrentElement = &(pCurrentVertexShaderStreamInfo->VertexElements[pCurrentVertexShaderStreamInfo->NumberOfVertexElements]); pCurrentElement->XboxType = XboxVertexElementDataType; pCurrentElement->HostByteSize = HostVertexElementByteSize; pCurrentVertexShaderStreamInfo->NumberOfVertexElements++; @@ -2230,7 +2232,7 @@ private: } public: - XTL::D3DVERTEXELEMENT *Convert(DWORD* pXboxDeclaration, bool bIsFixedFunction, XTL::CxbxVertexShaderInfo* pCxbxVertexShaderInfo) + XTL::D3DVERTEXELEMENT *Convert(DWORD* pXboxDeclaration, bool bIsFixedFunction, CxbxVertexShaderInfo* pCxbxVertexShaderInfo) { using namespace XTL; @@ -2281,7 +2283,7 @@ public: } }; -XTL::D3DVERTEXELEMENT *XTL::EmuRecompileVshDeclaration +XTL::D3DVERTEXELEMENT *EmuRecompileVshDeclaration ( DWORD *pXboxDeclaration, bool bIsFixedFunction, @@ -2301,16 +2303,18 @@ XTL::D3DVERTEXELEMENT *XTL::EmuRecompileVshDeclaration } // recompile xbox vertex shader function -extern HRESULT XTL::EmuRecompileVshFunction +extern HRESULT EmuRecompileVshFunction ( DWORD *pXboxFunction, bool bNoReservedConstants, - D3DVERTEXELEMENT *pRecompiledDeclaration, + XTL::D3DVERTEXELEMENT *pRecompiledDeclaration, bool *pbUseDeclarationOnly, DWORD *pXboxFunctionSize, - LPD3DXBUFFER *ppRecompiledShader + XTL::LPD3DXBUFFER *ppRecompiledShader ) { + using namespace XTL; + X_VSH_SHADER_HEADER *pXboxVertexShaderHeader = (X_VSH_SHADER_HEADER*)pXboxFunction; DWORD *pToken; boolean EOI = false; @@ -2437,7 +2441,7 @@ extern HRESULT XTL::EmuRecompileVshFunction return hRet; } -extern void XTL::FreeVertexDynamicPatch(CxbxVertexShader *pVertexShader) +extern void FreeVertexDynamicPatch(CxbxVertexShader *pVertexShader) { pVertexShader->VertexShaderInfo.NumberOfVertexStreams = 0; } @@ -2448,7 +2452,7 @@ boolean VshHandleIsValidShader(DWORD XboxVertexShaderHandle) #if 0 //printf( "VS = 0x%.08X\n", XboxVertexShaderHandle ); - XTL::CxbxVertexShader *pCxbxVertexShader = XTL::GetCxbxVertexShader(XboxVertexShaderHandle); + CxbxVertexShader *pCxbxVertexShader = GetCxbxVertexShader(XboxVertexShaderHandle); if (pCxbxVertexShader) { if (pCxbxVertexShader->XboxStatus != 0) { @@ -2470,16 +2474,16 @@ boolean VshHandleIsValidShader(DWORD XboxVertexShaderHandle) return TRUE; } -extern boolean XTL::IsValidCurrentShader(void) +extern boolean IsValidCurrentShader(void) { // Dxbx addition : There's no need to call // XTL_EmuIDirect3DDevice_GetVertexShader, just check g_CurrentXboxVertexShaderHandle : return VshHandleIsValidShader(g_CurrentXboxVertexShaderHandle); } -XTL::CxbxVertexShaderInfo *GetCxbxVertexShaderInfo(DWORD XboxVertexShaderHandle) +CxbxVertexShaderInfo *GetCxbxVertexShaderInfo(DWORD XboxVertexShaderHandle) { - XTL::CxbxVertexShader *pCxbxVertexShader = XTL::GetCxbxVertexShader(XboxVertexShaderHandle); + CxbxVertexShader *pCxbxVertexShader = GetCxbxVertexShader(XboxVertexShaderHandle); for (uint32_t i = 0; i < pCxbxVertexShader->VertexShaderInfo.NumberOfVertexStreams; i++) { @@ -2491,9 +2495,9 @@ XTL::CxbxVertexShaderInfo *GetCxbxVertexShaderInfo(DWORD XboxVertexShaderHandle) return NULL; } -std::unordered_map g_CxbxVertexShaders; +std::unordered_map g_CxbxVertexShaders; -XTL::CxbxVertexShader* XTL::GetCxbxVertexShader(DWORD XboxVertexShaderHandle) +CxbxVertexShader* GetCxbxVertexShader(DWORD XboxVertexShaderHandle) { if (VshHandleIsVertexShader(XboxVertexShaderHandle)) { auto it = g_CxbxVertexShaders.find(XboxVertexShaderHandle); @@ -2505,7 +2509,7 @@ XTL::CxbxVertexShader* XTL::GetCxbxVertexShader(DWORD XboxVertexShaderHandle) return nullptr; } -void XTL::SetCxbxVertexShader(DWORD XboxVertexShaderHandle, XTL::CxbxVertexShader* shader) +void SetCxbxVertexShader(DWORD XboxVertexShaderHandle, CxbxVertexShader* shader) { auto it = g_CxbxVertexShaders.find(XboxVertexShaderHandle); if (it != g_CxbxVertexShaders.end() && it->second != nullptr && shader != nullptr) { diff --git a/src/core/hle/D3D8/XbVertexShader.h b/src/core/hle/D3D8/XbVertexShader.h index f5e3486e2..cf635a219 100644 --- a/src/core/hle/D3D8/XbVertexShader.h +++ b/src/core/hle/D3D8/XbVertexShader.h @@ -25,16 +25,86 @@ #ifndef XBVERTEXSHADER_H #define XBVERTEXSHADER_H -#include "Cxbx.h" +//#include "Cxbx.h" +//#include "core\hle\D3D8\XbVertexBuffer.h" // for CxbxVertexShaderStreamInfo +namespace XTL { + #include "core\hle\D3D8\XbD3D8Types.h" // for X_VSH_MAX_ATTRIBUTES +} + +// Host vertex shader counts +#define VSH_MAX_TEMPORARY_REGISTERS 32 +#define VSH_MAX_INTERMEDIATE_COUNT 1024 // The maximum number of intermediate format slots +#define VSH_VS11_MAX_INSTRUCTION_COUNT 128 +#define VSH_VS2X_MAX_INSTRUCTION_COUNT 256 +#define VSH_VS30_MAX_INSTRUCTION_COUNT 512 + +typedef struct _CxbxVertexShaderStreamElement +{ + UINT XboxType; // The stream element data types (xbox) + UINT HostByteSize; // The stream element data sizes (pc) +} +CxbxVertexShaderStreamElement; + +/* See host typedef struct _D3DVERTEXELEMENT9 +{ + WORD Stream; // Stream index + WORD Offset; // Offset in the stream in bytes + BYTE Type; // Data type + BYTE Method; // Processing method + BYTE Usage; // Semantics + BYTE UsageIndex; // Semantic index +} D3DVERTEXELEMENT9, *LPD3DVERTEXELEMENT9; +*/ + +typedef struct _CxbxVertexShaderStreamInfo +{ + BOOL NeedPatch; // This is to know whether it's data which must be patched + BOOL DeclPosition; + WORD HostVertexStride; + DWORD NumberOfVertexElements; // Number of the stream data types + WORD CurrentStreamNumber; + CxbxVertexShaderStreamElement VertexElements[X_VSH_MAX_ATTRIBUTES + 16]; // TODO : Why 16 extrahost additions?) +} +CxbxVertexShaderStreamInfo; + +typedef struct _CxbxVertexShaderInfo +{ + UINT NumberOfVertexStreams; // The number of streams the vertex shader uses + CxbxVertexShaderStreamInfo VertexStreams[X_VSH_MAX_STREAMS]; +} +CxbxVertexShaderInfo; + +typedef struct _CxbxVertexShader +{ + // These are the parameters given by the XBE, + // we save them to be able to return them when necessary. + DWORD* pXboxDeclarationCopy; + DWORD XboxDeclarationCount; // Xbox's number of DWORD-sized X_D3DVSD* tokens + DWORD XboxFunctionSize; + DWORD* pXboxFunctionCopy; + UINT XboxNrAddressSlots; + DWORD XboxVertexShaderType; + // DWORD XboxStatus; // Used by VshHandleIsValidShader() + + // The resulting host variables + DWORD HostFVF; // Flexible Vertex Format (used when there's no host vertex shader) + XTL::IDirect3DVertexShader* pHostVertexShader; // if nullptr, use SetFVF(HostFVF); + XTL::IDirect3DVertexDeclaration* pHostVertexDeclaration; + DWORD HostDeclarationSize; + + // Needed for dynamic stream patching + CxbxVertexShaderInfo VertexShaderInfo; +} +CxbxVertexShader; // recompile xbox vertex shader declaration -extern D3DVERTEXELEMENT *EmuRecompileVshDeclaration +extern XTL::D3DVERTEXELEMENT *EmuRecompileVshDeclaration ( DWORD *pXboxDeclaration, bool bIsFixedFunction, DWORD *pXboxDeclarationCount, DWORD *pHostDeclarationSize, - XTL::CxbxVertexShaderInfo *pCxbxVertexShaderInfo + CxbxVertexShaderInfo *pCxbxVertexShaderInfo ); // recompile xbox vertex shader function @@ -42,10 +112,10 @@ extern HRESULT EmuRecompileVshFunction ( DWORD *pXboxFunction, bool bNoReservedConstants, - D3DVERTEXELEMENT *pRecompiledDeclaration, + XTL::D3DVERTEXELEMENT *pRecompiledDeclaration, bool *pbUseDeclarationOnly, DWORD *pXboxFunctionSize, - LPD3DXBUFFER *ppRecompiledShader + XTL::LPD3DXBUFFER *ppRecompiledShader ); extern void FreeVertexDynamicPatch(CxbxVertexShader *pVertexShader); @@ -55,7 +125,7 @@ extern boolean IsValidCurrentShader(void); inline boolean VshHandleIsVertexShader(DWORD Handle) { return (Handle & X_D3DFVF_RESERVED0) ? TRUE : FALSE; } inline boolean VshHandleIsFVF(DWORD Handle) { return !VshHandleIsVertexShader(Handle); } -inline X_D3DVertexShader *VshHandleToXboxVertexShader(DWORD Handle) { return (X_D3DVertexShader *)(Handle & ~X_D3DFVF_RESERVED0);} +inline XTL::X_D3DVertexShader *VshHandleToXboxVertexShader(DWORD Handle) { return (XTL::X_D3DVertexShader *)(Handle & ~X_D3DFVF_RESERVED0);} extern CxbxVertexShader* GetCxbxVertexShader(DWORD XboxVertexShaderHandle); extern void SetCxbxVertexShader(DWORD XboxVertexShaderHandle, CxbxVertexShader* shader); diff --git a/src/core/kernel/support/Emu.h b/src/core/kernel/support/Emu.h index 124e7e51b..2e3b543a3 100644 --- a/src/core/kernel/support/Emu.h +++ b/src/core/kernel/support/Emu.h @@ -77,6 +77,7 @@ typedef struct DUMMY_KERNEL IMAGE_SECTION_HEADER SectionHeader; } *PDUMMY_KERNEL; +typedef WORD INDEX16; extern bool g_DisablePixelShaders; extern bool g_UseAllCores; diff --git a/src/core/kernel/support/EmuXTL.h b/src/core/kernel/support/EmuXTL.h index 21793da6e..12a44f4cc 100644 --- a/src/core/kernel/support/EmuXTL.h +++ b/src/core/kernel/support/EmuXTL.h @@ -33,9 +33,6 @@ namespace XTL #include "core\hle\XAPI\Xapi.h" #include "core\hle\D3D8\Direct3D9/Direct3D9.h" #include "core\hle\D3D8\XbConvert.h" - #include "core\hle\D3D8\XbVertexBuffer.h" - #include "core\hle\D3D8\XbPushBuffer.h" - #include "core\hle\D3D8\XbVertexShader.h" #include "core\hle\D3D8\XbPixelShader.h" #include "core\hle\D3D8\XbState.h" #include "core\hle\DSOUND\DirectSound\DirectSound.hpp"