Fix D3DDevice_SetPalette and D3DDevice_SetPalette_4 not calling to guest code
Fixes memory leaks in SetPalette functions, as they are now able to reference count and destroy palette resources. Also fixes a very poor SetPalette_4 LTCG function
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36e6349de5
commit
4d8c4fbb68
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@ -302,6 +302,8 @@ g_EmuCDPD = {0};
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XB_MACRO(xbox::void_xt, WINAPI, D3DDevice_SetTexture, (xbox::dword_xt, xbox::X_D3DBaseTexture*) ); \
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XB_MACRO(xbox::void_xt, WINAPI, D3DDevice_SetTexture_4__LTCG_eax_pTexture, (xbox::dword_xt) ); \
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XB_MACRO(xbox::void_xt, WINAPI, D3DDevice_SetTexture_4, (xbox::X_D3DBaseTexture*) ); \
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XB_MACRO(xbox::void_xt, WINAPI, D3DDevice_SetPalette, (xbox::dword_xt, xbox::X_D3DPalette*) ); \
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XB_MACRO(xbox::void_xt, WINAPI, D3DDevice_SetPalette_4, (xbox::X_D3DPalette*) ); \
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XB_MACRO(xbox::void_xt, WINAPI, D3DDevice_SetVertexShader, (xbox::dword_xt) ); \
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XB_MACRO(xbox::void_xt, WINAPI, D3DDevice_SetVertexShader_0, () ); \
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XB_MACRO(xbox::void_xt, WINAPI, D3DDevice_SetVertexShaderInput, (xbox::dword_xt, xbox::uint_xt, xbox::X_STREAMINPUT*) ); \
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@ -8008,27 +8010,67 @@ xbox::void_xt WINAPI xbox::EMUPATCH(D3D_CommonSetRenderTarget)
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}
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}
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// LTCG specific D3DDevice_SetPalette function...
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// This uses a custom calling convention where parameter is passed in EAX
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// Test-case: Ninja Gaiden
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xbox::void_xt __stdcall xbox::EMUPATCH(D3DDevice_SetPalette_4)
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static void CxbxImpl_SetPalette
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(
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xbox::dword_xt Stage,
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xbox::X_D3DPalette *pPalette
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)
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{
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static uint32_t returnAddr;
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if (Stage >= xbox::X_D3DTS_STAGECOUNT) {
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LOG_TEST_CASE("Stage out of bounds");
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} else {
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// Note : Actual update of paletized textures (X_D3DFMT_P8) happens in CxbxUpdateHostTextures!
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g_pXbox_Palette_Data[Stage] = GetDataFromXboxResource(pPalette);
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g_Xbox_Palette_Size[Stage] = pPalette ? XboxD3DPaletteSizeToBytes(GetXboxPaletteSize(pPalette)) : 0;
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}
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}
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#ifdef _DEBUG_TRACE
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__asm add esp, 4
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#endif
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// Overload for logging
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static void D3DDevice_SetPalette_4
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(
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xbox::dword_xt Stage,
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xbox::X_D3DPalette *pPalette
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)
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{
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LOG_FUNC_BEGIN
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LOG_FUNC_ARG(Stage)
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LOG_FUNC_ARG(pPalette)
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LOG_FUNC_END;
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}
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// LTCG specific D3DDevice_SetPalette function...
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// This uses a custom calling convention where Stage parameter is passed in EAX
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// Test-case: Ninja Gaiden
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__declspec(naked) xbox::void_xt WINAPI xbox::EMUPATCH(D3DDevice_SetPalette_4)
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(
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X_D3DPalette *pPalette
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)
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{
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dword_xt Stage;
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__asm {
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pop returnAddr
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push eax
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call EmuPatch_D3DDevice_SetPalette
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mov eax, 0
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push returnAddr
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ret
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push ebp
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mov ebp, esp
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sub esp, __LOCAL_SIZE
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mov Stage, eax
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}
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// Log
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D3DDevice_SetPalette_4(Stage, pPalette);
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// Call the Xbox implementation of this function, to properly handle reference counting for us
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__asm {
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push pPalette
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mov eax, Stage
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call XB_TRMP(D3DDevice_SetPalette_4)
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}
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CxbxImpl_SetPalette(Stage, pPalette);
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__asm {
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mov esp, ebp
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pop ebp
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ret 4
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}
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}
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@ -8037,8 +8079,8 @@ xbox::void_xt __stdcall xbox::EMUPATCH(D3DDevice_SetPalette_4)
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// ******************************************************************
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xbox::void_xt WINAPI xbox::EMUPATCH(D3DDevice_SetPalette)
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(
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dword_xt Stage,
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X_D3DPalette *pPalette
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dword_xt Stage,
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X_D3DPalette *pPalette
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)
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{
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LOG_FUNC_BEGIN
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@ -8046,16 +8088,10 @@ xbox::void_xt WINAPI xbox::EMUPATCH(D3DDevice_SetPalette)
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LOG_FUNC_ARG(pPalette)
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LOG_FUNC_END;
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// g_pD3DDevice9->SetPaletteEntries(Stage?, (PALETTEENTRY*)pPalette->Data);
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// g_pD3DDevice9->SetCurrentTexturePalette(Stage, Stage);
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// Call the Xbox implementation of this function, to properly handle reference counting for us
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XB_TRMP(D3DDevice_SetPalette)(Stage, pPalette);
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if (Stage >= xbox::X_D3DTS_STAGECOUNT) {
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LOG_TEST_CASE("Stage out of bounds");
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} else {
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// Note : Actual update of paletized textures (X_D3DFMT_P8) happens in CxbxUpdateHostTextures!
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g_pXbox_Palette_Data[Stage] = GetDataFromXboxResource(pPalette);
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g_Xbox_Palette_Size[Stage] = pPalette ? XboxD3DPaletteSizeToBytes(GetXboxPaletteSize(pPalette)) : 0;
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}
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CxbxImpl_SetPalette(Stage, pPalette);
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}
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// LTCG specific D3DDevice_SetFlickerFilter function...
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@ -1547,7 +1547,10 @@ xbox::void_xt WINAPI EMUPATCH(D3DDevice_SetPalette)
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X_D3DPalette *pPalette
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);
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xbox::void_xt __stdcall EMUPATCH(D3DDevice_SetPalette_4)();
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xbox::void_xt WINAPI EMUPATCH(D3DDevice_SetPalette_4)
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(
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X_D3DPalette *pPalette
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);
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// ******************************************************************
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// * patch: D3DDevice_SetFlickerFilter
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