add missing patch for D3DDevice_GetBackBuffer2_0__LTCG_eax1
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50b969549f
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@ -300,6 +300,7 @@ g_EmuCDPD;
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XB_MACRO(xbox::void_xt, WINAPI, D3DDevice_DeleteVertexShader_0, () ); \
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XB_MACRO(xbox::void_xt, WINAPI, D3DDevice_GetBackBuffer, (xbox::int_xt, D3DBACKBUFFER_TYPE, xbox::X_D3DSurface**) ); \
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XB_MACRO(xbox::X_D3DSurface*, WINAPI, D3DDevice_GetBackBuffer2, (xbox::int_xt) ); \
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XB_MACRO(xbox::X_D3DSurface*, WINAPI, D3DDevice_GetBackBuffer2_0__LTCG_eax1, () ); \
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XB_MACRO(xbox::hresult_xt, WINAPI, D3DDevice_GetDepthStencilSurface, (xbox::X_D3DSurface**) ); \
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XB_MACRO(xbox::X_D3DSurface*, WINAPI, D3DDevice_GetDepthStencilSurface2, (xbox::void_xt) ); \
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XB_MACRO(xbox::void_xt, WINAPI, D3DDevice_GetDisplayMode, (xbox::X_D3DDISPLAYMODE*) ); \
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@ -3983,18 +3984,14 @@ xbox::void_xt WINAPI xbox::EMUPATCH(D3DDevice_GetGammaRamp)
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free(pGammaRamp);
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}
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// ******************************************************************
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// * patch: D3DDevice_GetBackBuffer2
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// ******************************************************************
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#define COPY_BACKBUFFER_TO_XBOX_SURFACE // Uncomment to enable writing Host Backbuffers back to Xbox surfaces
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xbox::X_D3DSurface* WINAPI xbox::EMUPATCH(D3DDevice_GetBackBuffer2)
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xbox::X_D3DSurface* CxbxrImpl_GetBackBuffer2
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(
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int_xt BackBuffer
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xbox::int_xt BackBuffer
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)
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{
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LOG_FUNC_ONE_ARG(BackBuffer);
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X_D3DSurface* pXboxBackBuffer = nullptr;
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xbox::X_D3DSurface* pXboxBackBuffer = nullptr;
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#ifndef COPY_BACKBUFFER_TO_XBOX_SURFACE
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@ -4068,9 +4065,16 @@ xbox::X_D3DSurface* WINAPI xbox::EMUPATCH(D3DDevice_GetBackBuffer2)
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if (XB_TRMP(D3DDevice_GetBackBuffer) != nullptr) {
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XB_TRMP(D3DDevice_GetBackBuffer)(BackBuffer, D3DBACKBUFFER_TYPE_MONO, &pXboxBackBuffer);
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}
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else {
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else if (XB_TRMP(D3DDevice_GetBackBuffer2) != nullptr) {
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pXboxBackBuffer = XB_TRMP(D3DDevice_GetBackBuffer2)(BackBuffer);
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}
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else {
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__asm {
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mov eax, BackBuffer
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call XB_TRMP(D3DDevice_GetBackBuffer2_0__LTCG_eax1)
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mov pXboxBackBuffer, eax
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}
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}
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// Now pXboxBackbuffer points to the requested Xbox backbuffer
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if (pXboxBackBuffer == nullptr) {
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@ -4118,6 +4122,50 @@ xbox::X_D3DSurface* WINAPI xbox::EMUPATCH(D3DDevice_GetBackBuffer2)
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#endif // COPY_BACKBUFFER_TO_XBOX_SURFACE
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}
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// ******************************************************************
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// * patch: D3DDevice_GetBackBuffer2
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// ******************************************************************
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xbox::X_D3DSurface* WINAPI xbox::EMUPATCH(D3DDevice_GetBackBuffer2)
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(
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int_xt BackBuffer
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)
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{
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LOG_FUNC_ONE_ARG(BackBuffer);
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return CxbxrImpl_GetBackBuffer2(BackBuffer);
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}
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static void D3DDevice_GetBackBuffer2_0__LTCG_eax1(xbox::int_xt BackBuffer)
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{
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LOG_FUNC_ONE_ARG(BackBuffer);
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}
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// LTCG specific GetBackBuffer2 function...
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// This uses a custom calling convention where parameter is passed in EAX
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__declspec(naked) xbox::X_D3DSurface* WINAPI xbox::EMUPATCH(D3DDevice_GetBackBuffer2_0__LTCG_eax1)
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(
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)
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{
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int_xt BackBuffer;
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xbox::X_D3DSurface* pBackBuffer;
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__asm {
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LTCG_PROLOGUE
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mov BackBuffer, eax
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}
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// Log
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D3DDevice_GetBackBuffer2_0__LTCG_eax1(BackBuffer);
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pBackBuffer = CxbxrImpl_GetBackBuffer2(BackBuffer);
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__asm {
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mov eax, pBackBuffer
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LTCG_EPILOGUE
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ret
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}
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}
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// ******************************************************************
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// * patch: D3DDevice_GetBackBuffer
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// ******************************************************************
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@ -4130,7 +4178,7 @@ xbox::void_xt WINAPI xbox::EMUPATCH(D3DDevice_GetBackBuffer)
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{
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LOG_FORWARD("D3DDevice_GetBackBuffer2");
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*ppBackBuffer = EMUPATCH(D3DDevice_GetBackBuffer2)(BackBuffer);
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*ppBackBuffer = CxbxrImpl_GetBackBuffer2(BackBuffer);
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}
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bool GetHostRenderTargetDimensions(DWORD *pHostWidth, DWORD *pHostHeight, IDirect3DSurface* pHostRenderTarget = nullptr)
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@ -321,6 +321,8 @@ X_D3DSurface* WINAPI EMUPATCH(D3DDevice_GetBackBuffer2)
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int_xt BackBuffer
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);
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X_D3DSurface* WINAPI EMUPATCH(D3DDevice_GetBackBuffer2_0__LTCG_eax1)();
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// ******************************************************************
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// * patch: D3DDevice_GetBackBuffer
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// ******************************************************************
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@ -85,6 +85,7 @@ std::map<const std::string, const xbox_patch_t> g_PatchTable = {
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PATCH_ENTRY("D3DDevice_FlushVertexCache", xbox::EMUPATCH(D3DDevice_FlushVertexCache), PATCH_HLE_D3D),
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PATCH_ENTRY("D3DDevice_GetBackBuffer", xbox::EMUPATCH(D3DDevice_GetBackBuffer), PATCH_HLE_D3D),
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PATCH_ENTRY("D3DDevice_GetBackBuffer2", xbox::EMUPATCH(D3DDevice_GetBackBuffer2), PATCH_HLE_D3D),
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PATCH_ENTRY("D3DDevice_GetBackBuffer2_0__LTCG_eax1", xbox::EMUPATCH(D3DDevice_GetBackBuffer2_0__LTCG_eax1), PATCH_HLE_D3D),
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PATCH_ENTRY("D3DDevice_GetDisplayFieldStatus", xbox::EMUPATCH(D3DDevice_GetDisplayFieldStatus), PATCH_HLE_D3D),
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PATCH_ENTRY("D3DDevice_GetGammaRamp", xbox::EMUPATCH(D3DDevice_GetGammaRamp), PATCH_HLE_D3D),
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PATCH_ENTRY("D3DDevice_GetMaterial", xbox::EMUPATCH(D3DDevice_GetMaterial), PATCH_HLE_D3D),
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