Merged two versions of BackFillMode into one

This didn't change the fact that a duplicate SetRenderState_BackFillMode
OOVPA (version 4134 and 4531) exist in OOVPATable's D3D8_1_0_4432 and
D3D8_1_0_4627.
Fixing that will be done separately - this is just a merger of a
duplicate patch.
This commit is contained in:
PatrickvL 2017-01-18 11:34:35 +01:00
parent c6514b8b15
commit 4fe9b4882e
4 changed files with 14 additions and 51 deletions

View File

@ -6364,19 +6364,22 @@ VOID WINAPI XTL::EmuIDirect3DDevice8_SetRenderState_BackFillMode
DWORD Value
)
{
DbgPrintf("EmuD3D8: EmuIDirect3DDevice8_SetRenderState_BackFillMode\n"
"(\n"
" Value : 0x%.08X\n"
");\n",
Value);
// blueshogun96 12/4/07
// I haven't had access to Cxbx sources in a few months, great to be back :)
//
// Anyway, since standard Direct3D doesn't support the back fill mode
// operation, this function will be ignored. Things like this make me
// think even more that an OpenGL port wouldn't hurt since OpenGL supports
// nearly all of the missing features that Direct3D lacks. The Xbox's version
// of Direct3D was specifically created to take advantage of certain NVIDIA
// GPU registers and provide more OpenGL-like features IHMO.
EmuWarning("BackFillMode is not supported!");
return;
}
// ******************************************************************
@ -9452,38 +9455,6 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_GetProjectionViewportMatrix
}
#pragma warning(default:4244)
// ******************************************************************
// * func: EmuIDirect3DDevice8_BackFillMode
// ******************************************************************
HRESULT WINAPI XTL::EmuIDirect3DDevice8_BackFillMode
(
DWORD Value
)
{
DbgPrintf("EmuD3D8: EmuIDirect3DDevice8_BackFillMode\n"
"(\n"
" Value : 0x%.08X\n"
");\n",
Value);
// blueshogun96 12/4/07
// I haven't had access to Cxbx sources in a few months, great to be back :)
//
// Anyway, since standard Direct3D doesn't support the back fill mode
// operation, this function will be ignored. Things like this make me
// think even more that an OpenGL port wouldn't hurt since OpenGL supports
// nearly all of the missing features that Direct3D lacks. The Xbox's version
// of Direct3D was specifically created to take advantage of certain NVIDIA
// GPU registers and provide more OpenGL-like features IHMO.
return S_OK;
}
// ******************************************************************
// * func: EmuD3DDevice_KickOff (D3D::CDevice::KickOff)
// ******************************************************************

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@ -1706,14 +1706,6 @@ HRESULT WINAPI EmuIDirect3DDevice8_GetProjectionViewportMatrix
D3DXMATRIX *pProjectionViewport
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_BackFillMode
// ******************************************************************
HRESULT WINAPI EmuIDirect3DDevice8_BackFillMode
(
DWORD Value
);
// ******************************************************************
// * func: EmuD3DDevice_KickOff (D3D::CDevice::KickOff)
// ******************************************************************

View File

@ -432,9 +432,9 @@ OOVPA_NO_XREF(IDirect3DDevice8_SetVerticalBlankCallback_1_0_4432, 12)
OOVPA_END;
// ******************************************************************
// * IDirect3DDevice8_BackFillMode
// * IDirect3DDevice8_SetRenderState_BackFillMode
// ******************************************************************
OOVPA_NO_XREF(IDirect3DDevice8_BackFillMode_1_0_4531, 9)
OOVPA_NO_XREF(IDirect3DDevice8_SetRenderState_BackFillMode_1_0_4531, 9)
{ 0x04, 0x56 },
{ 0x10, 0x8B },
@ -845,7 +845,7 @@ OOVPATable D3D8_1_0_4432[] {
// IDirect3DDevice8_GetDeviceCaps (* unchanged since 3925 *)
OOVPA_TABLE_PATCH(IDirect3DDevice8_GetDeviceCaps_1_0_3925, XTL::EmuIDirect3DDevice8_GetDeviceCaps),
// IDirect3DDevice8_BackFillMode_4531
OOVPA_TABLE_PATCH(IDirect3DDevice8_BackFillMode_1_0_4531, XTL::EmuIDirect3DDevice8_SetRenderState_BackFillMode),
OOVPA_TABLE_PATCH(IDirect3DDevice8_SetRenderState_BackFillMode_1_0_4531, XTL::EmuIDirect3DDevice8_SetRenderState_BackFillMode),
// IDirect3DSurface8::GetDesc (* unchanged since 4361 *)
OOVPA_TABLE_PATCH(IDirect3DSurface8_GetDesc_1_0_4361, XTL::EmuIDirect3DSurface8_GetDesc),
// Get2DSurfacDesc (* unchanged since 4361 *)

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@ -3441,7 +3441,7 @@ OOVPATable D3D8_1_0_4627[] = {
// IDirect3DDevice8_GetProjectionViewportMatrix
OOVPA_TABLE_PATCH(IDirect3DDevice8_GetProjectionViewportMatrix_1_0_4627, XTL::EmuIDirect3DDevice8_GetProjectionViewportMatrix),
// IDirect3DDevice8_BackFillMode (* unchanged since 4531 *)
OOVPA_TABLE_PATCH(IDirect3DDevice8_BackFillMode_1_0_4531, XTL::EmuIDirect3DDevice8_BackFillMode),
OOVPA_TABLE_PATCH(IDirect3DDevice8_SetRenderState_BackFillMode_1_0_4531, XTL::EmuIDirect3DDevice8_SetRenderState_BackFillMode),
// IDirect3DDevice8_GetDeviceCaps (* unchanged since 3925 *)
OOVPA_TABLE_PATCH(IDirect3DDevice8_GetDeviceCaps_1_0_3925, XTL::EmuIDirect3DDevice8_GetDeviceCaps),
// D3DDevice_SetRenderState_MultiSampleMask