Merge pull request #1725 from PatrickvL/moving_d3d_types

* Moved XbPushBuffer.h, XbVertexBuffer.h and XbVertexShader.h outside the XTL namespace.
Moved Cxbx-specific types from XbD3DTypes.h towards appropriate above header files.
Fixed up all XTL-hell that resulted from this.

* Moved XbConvert.h outside the XTL namespace.
Fixed up all XTL-hell that resulted from this.

* Moved XbPixelShader.h outside the XTL namespace.
Fixed up all XTL-hell that resulted from this.

* Moved XbState.h outside the XTL namespace.
Fixed up all XTL-hell that resulted from this.
This commit is contained in:
RadWolfie 2019-09-14 15:06:41 -05:00 committed by GitHub
commit 796561dd6c
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20 changed files with 441 additions and 415 deletions

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@ -43,8 +43,14 @@ 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\XbPixelShader.h" // For DxbxUpdateActivePixelShader
#include "core\hle\D3D8\XbPushBuffer.h"
#include "core\hle\D3D8\XbState.h" // For EmuUpdateDeferredStates
#include "core\kernel\memory-manager\VMManager.h" // for g_VMManager
#include "core\kernel\support\EmuXTL.h"
#include "core\hle\D3D8\XbConvert.h"
#include "Logging.h"
#include "..\XbD3D8Logging.h"
#include "core\hle\Intercept.hpp" // for bLLE_GPU
@ -148,7 +154,7 @@ 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 +162,7 @@ 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;
@ -1228,7 +1234,7 @@ void GetSurfaceFaceAndLevelWithinTexture(XTL::X_D3DSurface* pSurface, XTL::X_D3D
CxbxGetPixelContainerMeasures(pSurface, 0, &surfaceWidth, &surfaceHeight, &surfaceDepth, &surfaceRowPitch, &surfaceSlicePitch);
// Iterate through all faces and levels, until we find a matching pointer
bool isCompressed = XTL::EmuXBFormatIsCompressed(GetXboxPixelContainerFormat(pTexture));
bool isCompressed = EmuXBFormatIsCompressed(GetXboxPixelContainerFormat(pTexture));
int minSize = (isCompressed) ? 4 : 1;
int cubeFaceOffset = 0; int cubeFaceSize = 0;
auto pData = pTextureData;
@ -1300,15 +1306,15 @@ bool ConvertD3DTextureToARGBBuffer(
int iTextureStage = 0
)
{
const XTL::FormatToARGBRow ConvertRowToARGB = EmuXBFormatComponentConverter(X_Format);
const FormatToARGBRow ConvertRowToARGB = EmuXBFormatComponentConverter(X_Format);
if (ConvertRowToARGB == nullptr)
return false; // Unhandled conversion
uint8_t *unswizleBuffer = nullptr;
if (XTL::EmuXBFormatIsSwizzled(X_Format)) {
if (EmuXBFormatIsSwizzled(X_Format)) {
unswizleBuffer = (uint8_t*)malloc(SrcSlicePitch * uiDepth); // TODO : Reuse buffer when performance is important
// First we need to unswizzle the texture data
XTL::EmuUnswizzleBox(
EmuUnswizzleBox(
pSrc, SrcWidth, SrcHeight, uiDepth,
EmuXBFormatBytesPerPixel(X_Format),
// Note : use src pitch on dest, because this is an intermediate step :
@ -1362,7 +1368,7 @@ uint8_t *XTL::ConvertD3DTextureToARGB(
{
// Avoid allocating pDest when ConvertD3DTextureToARGBBuffer will fail anyway
XTL::X_D3DFORMAT X_Format = GetXboxPixelContainerFormat(pXboxPixelContainer);
const XTL::FormatToARGBRow ConvertRowToARGB = EmuXBFormatComponentConverter(X_Format);
const FormatToARGBRow ConvertRowToARGB = EmuXBFormatComponentConverter(X_Format);
if (ConvertRowToARGB == nullptr)
return nullptr; // Unhandled conversion
@ -2006,8 +2012,8 @@ static DWORD WINAPI EmuCreateDeviceProxy(LPVOID)
// TODO: Investigate the best option for this
g_EmuCDPD.HostPresentationParameters.SwapEffect = XTL::D3DSWAPEFFECT_COPY;
g_EmuCDPD.HostPresentationParameters.BackBufferFormat = XTL::EmuXB2PC_D3DFormat(g_EmuCDPD.XboxPresentationParameters.BackBufferFormat);
g_EmuCDPD.HostPresentationParameters.AutoDepthStencilFormat = XTL::EmuXB2PC_D3DFormat(g_EmuCDPD.XboxPresentationParameters.AutoDepthStencilFormat);
g_EmuCDPD.HostPresentationParameters.BackBufferFormat = EmuXB2PC_D3DFormat(g_EmuCDPD.XboxPresentationParameters.BackBufferFormat);
g_EmuCDPD.HostPresentationParameters.AutoDepthStencilFormat = EmuXB2PC_D3DFormat(g_EmuCDPD.XboxPresentationParameters.AutoDepthStencilFormat);
g_EmuCDPD.HostPresentationParameters.PresentationInterval = g_XBVideo.bVSync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
g_DefaultPresentationInterval = g_EmuCDPD.XboxPresentationParameters.PresentationInterval;
@ -2166,9 +2172,9 @@ static DWORD WINAPI EmuCreateDeviceProxy(LPVOID)
memset(g_bSupportsFormatCubeTexture, false, sizeof(g_bSupportsFormatCubeTexture));
for (int X_Format = XTL::X_D3DFMT_L8; X_Format <= XTL::X_D3DFMT_LIN_R8G8B8A8; X_Format++) {
// Only process Xbox formats that are directly mappable to host
if (!XTL::EmuXBFormatRequiresConversionToARGB((XTL::X_D3DFORMAT)X_Format)) {
if (!EmuXBFormatRequiresConversionToARGB((XTL::X_D3DFORMAT)X_Format)) {
// Convert the Xbox format into host format (without warning, thanks to the above restriction)
XTL::D3DFORMAT PCFormat = XTL::EmuXB2PC_D3DFormat((XTL::X_D3DFORMAT)X_Format);
XTL::D3DFORMAT PCFormat = EmuXB2PC_D3DFormat((XTL::X_D3DFORMAT)X_Format);
if (PCFormat != XTL::D3DFMT_UNKNOWN) {
// Index with Xbox D3DFormat, because host FourCC codes are too big to be used as indices
if (D3D_OK == g_pDirect3D->CheckDeviceFormat(
@ -2371,7 +2377,7 @@ static void EmuVerifyResourceIsRegistered(XTL::X_D3DResource *pResource, DWORD D
auto key = GetHostResourceKey(pResource);
auto it = g_XboxDirect3DResources.find(key);
if (it != g_XboxDirect3DResources.end()) {
if (D3DUsage == D3DUSAGE_RENDERTARGET && IsResourceAPixelContainer(pResource) && XTL::EmuXBFormatIsRenderTarget(GetXboxPixelContainerFormat((XTL::X_D3DPixelContainer*)pResource))) {
if (D3DUsage == D3DUSAGE_RENDERTARGET && IsResourceAPixelContainer(pResource) && EmuXBFormatIsRenderTarget(GetXboxPixelContainerFormat((XTL::X_D3DPixelContainer*)pResource))) {
// Render targets have special behavior: We can't trash them on guest modification
// this fixes an issue where CubeMaps were broken because the surface Set in GetCubeMapSurface
// would be overwritten by the surface created in SetRenderTarget
@ -2525,7 +2531,7 @@ 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 +3731,7 @@ 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 +3755,7 @@ 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,
@ -5727,7 +5733,7 @@ void CreateHostResource(XTL::X_D3DResource *pResource, DWORD D3DUsage, int iText
}
else if (bSwizzled) {
// First we need to unswizzle the texture data
XTL::EmuUnswizzleBox(
EmuUnswizzleBox(
pSrc, dwMipWidth, dwMipHeight, dwMipDepth,
dwBPP,
pDst, dwDstRowPitch, dwDstSlicePitch
@ -6746,7 +6752,7 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_SetRenderState_PSTextureModes)
XB_trampoline(VOID, WINAPI, D3DDevice_SetRenderState_PSTextureModes, (DWORD));
XB_D3DDevice_SetRenderState_PSTextureModes(Value);
XTL::TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES] = Value;
TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES] = Value;
}
// ******************************************************************
@ -7354,11 +7360,11 @@ 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 +7375,10 @@ 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 +7429,7 @@ 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 +7451,7 @@ 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 +7473,13 @@ 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 +7493,7 @@ 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 +7520,11 @@ 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 +7543,7 @@ 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 +7554,7 @@ 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 +7570,7 @@ 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 +7602,7 @@ 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 +7625,7 @@ 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 +7635,7 @@ 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 +7648,12 @@ 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 +7672,7 @@ 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.
@ -7704,13 +7710,13 @@ void EmuUpdateActiveTextureStages()
}
}
void XTL::CxbxUpdateNativeD3DResources()
void CxbxUpdateNativeD3DResources()
{
EmuUpdateActiveTextureStages();
// If Pixel Shaders are not disabled, process them
if (!g_DisablePixelShaders) {
XTL::DxbxUpdateActivePixelShader();
DxbxUpdateActivePixelShader();
}
// Some titles set Vertex Shader constants directly via pushbuffers rather than through D3D
@ -7728,7 +7734,7 @@ void XTL::CxbxUpdateNativeD3DResources()
}
}
XTL::EmuUpdateDeferredStates();
EmuUpdateDeferredStates();
/* TODO : Port these :
DxbxUpdateActiveVertexShader();
DxbxUpdateActiveTextures();
@ -7748,8 +7754,8 @@ VOID __declspec(noinline) D3DDevice_SetPixelShaderCommon(DWORD Handle)
// Copy the Pixel Shader data to the TemporaryPixelShaderRenderStates array
// This mirrors the fact that unpathed SetPixelShader does the same thing!
if (g_D3DActivePixelShader != nullptr) {
memcpy(&(XTL::TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSALPHAINPUTS0]), g_D3DActivePixelShader->pPSDef, sizeof(XTL::X_D3DPIXELSHADERDEF) - 3 * sizeof(DWORD));
XTL::TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES] = g_D3DActivePixelShader->pPSDef->PSTextureModes;
memcpy(&(TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSALPHAINPUTS0]), g_D3DActivePixelShader->pPSDef, sizeof(XTL::X_D3DPIXELSHADERDEF) - 3 * sizeof(DWORD));
TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES] = g_D3DActivePixelShader->pPSDef->PSTextureModes;
}
}
@ -8324,9 +8330,9 @@ 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

View File

@ -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())

View File

@ -6,9 +6,9 @@
extern void(*WalkIndexBuffer)
(
XTL::INDEX16 &LowIndex,
XTL::INDEX16 &HighIndex,
XTL::INDEX16 *pIndexData,
INDEX16 &LowIndex,
INDEX16 &HighIndex,
INDEX16 *pIndexData,
DWORD dwIndexCount
);

View File

@ -807,7 +807,7 @@ void ____UYVYToARGBRow_C(const uint8_t* src_uyvy,
}
}
static const XTL::FormatToARGBRow ComponentConverters[] = {
static const FormatToARGBRow ComponentConverters[] = {
nullptr, // NoCmpnts,
ARGB1555ToARGBRow_C, // A1R5G5B5,
X1R5G5B5ToARGBRow_C, // X1R5G5B5, // Test : Convert X into 255
@ -942,9 +942,9 @@ static const FormatInfo FormatInfos[] = {
#endif
};
const XTL::FormatToARGBRow XTL::EmuXBFormatComponentConverter(X_D3DFORMAT Format)
const FormatToARGBRow EmuXBFormatComponentConverter(XTL::X_D3DFORMAT Format)
{
if (Format <= X_D3DFMT_LIN_R8G8B8A8)
if (Format <= XTL::X_D3DFMT_LIN_R8G8B8A8)
if (FormatInfos[Format].components != NoCmpnts)
return ComponentConverters[FormatInfos[Format].components];
@ -952,7 +952,7 @@ const XTL::FormatToARGBRow XTL::EmuXBFormatComponentConverter(X_D3DFORMAT Format
}
// Is there a converter available from the supplied format to ARGB?
bool XTL::EmuXBFormatCanBeConvertedToARGB(X_D3DFORMAT Format)
bool EmuXBFormatCanBeConvertedToARGB(XTL::X_D3DFORMAT Format)
{
const FormatToARGBRow info = EmuXBFormatComponentConverter(Format);
return (info != nullptr);
@ -960,7 +960,7 @@ bool XTL::EmuXBFormatCanBeConvertedToARGB(X_D3DFORMAT Format)
// Returns if convertion to ARGB is required. This is the case when
// the format has a warning message and there's a converter present.
bool XTL::EmuXBFormatRequiresConversionToARGB(X_D3DFORMAT Format)
bool EmuXBFormatRequiresConversionToARGB(XTL::X_D3DFORMAT Format)
{
if (FormatInfos[Format].warning != nullptr)
if (EmuXBFormatCanBeConvertedToARGB(Format))
@ -969,62 +969,64 @@ bool XTL::EmuXBFormatRequiresConversionToARGB(X_D3DFORMAT Format)
return false;
}
DWORD XTL::EmuXBFormatBitsPerPixel(X_D3DFORMAT Format)
DWORD EmuXBFormatBitsPerPixel(XTL::X_D3DFORMAT Format)
{
if (Format <= X_D3DFMT_LIN_R8G8B8A8)
if (Format <= XTL::X_D3DFMT_LIN_R8G8B8A8)
if (FormatInfos[Format].bits_per_pixel > 0) // TODO : Remove this
return FormatInfos[Format].bits_per_pixel;
return 16; // TODO : 8
}
DWORD XTL::EmuXBFormatBytesPerPixel(X_D3DFORMAT Format)
DWORD EmuXBFormatBytesPerPixel(XTL::X_D3DFORMAT Format)
{
return ((EmuXBFormatBitsPerPixel(Format) + 4) / 8);
}
BOOL XTL::EmuXBFormatIsCompressed(X_D3DFORMAT Format)
BOOL EmuXBFormatIsCompressed(XTL::X_D3DFORMAT Format)
{
if (Format <= X_D3DFMT_LIN_R8G8B8A8)
if (Format <= XTL::X_D3DFMT_LIN_R8G8B8A8)
return (FormatInfos[Format].stored == Cmprsd);
return false;
}
BOOL XTL::EmuXBFormatIsLinear(X_D3DFORMAT Format)
BOOL EmuXBFormatIsLinear(XTL::X_D3DFORMAT Format)
{
if (Format <= X_D3DFMT_LIN_R8G8B8A8)
if (Format <= XTL::X_D3DFMT_LIN_R8G8B8A8)
return (FormatInfos[Format].stored == Linear);
return (Format == X_D3DFMT_VERTEXDATA); // TODO : false;
return (Format == XTL::X_D3DFMT_VERTEXDATA); // TODO : false;
}
BOOL XTL::EmuXBFormatIsSwizzled(X_D3DFORMAT Format)
BOOL EmuXBFormatIsSwizzled(XTL::X_D3DFORMAT Format)
{
if (Format <= X_D3DFMT_LIN_R8G8B8A8)
if (Format <= XTL::X_D3DFMT_LIN_R8G8B8A8)
return (FormatInfos[Format].stored == Swzzld);
return false;
}
BOOL XTL::EmuXBFormatIsRenderTarget(X_D3DFORMAT Format)
BOOL EmuXBFormatIsRenderTarget(XTL::X_D3DFORMAT Format)
{
if (Format <= X_D3DFMT_LIN_R8G8B8A8)
if (Format <= XTL::X_D3DFMT_LIN_R8G8B8A8)
return (FormatInfos[Format].usage == RenderTarget);
return false;
}
BOOL XTL::EmuXBFormatIsDepthBuffer(X_D3DFORMAT Format)
BOOL EmuXBFormatIsDepthBuffer(XTL::X_D3DFORMAT Format)
{
if (Format <= X_D3DFMT_LIN_R8G8B8A8)
if (Format <= XTL::X_D3DFMT_LIN_R8G8B8A8)
return (FormatInfos[Format].usage == DepthBuffer);
return false;
}
XTL::D3DFORMAT XTL::EmuXB2PC_D3DFormat(X_D3DFORMAT Format)
XTL::D3DFORMAT EmuXB2PC_D3DFormat(XTL::X_D3DFORMAT Format)
{
using namespace XTL;
if (Format <= X_D3DFMT_LIN_R8G8B8A8 && Format != -1 /*X_D3DFMT_UNKNOWN*/) // The last bit prevents crashing (Metal Slug 3)
{
const FormatInfo *info = &FormatInfos[Format];
@ -1047,8 +1049,10 @@ XTL::D3DFORMAT XTL::EmuXB2PC_D3DFormat(X_D3DFORMAT Format)
return D3DFMT_UNKNOWN;
}
XTL::X_D3DFORMAT XTL::EmuPC2XB_D3DFormat(D3DFORMAT Format, bool bPreferLinear)
XTL::X_D3DFORMAT EmuPC2XB_D3DFormat(XTL::D3DFORMAT Format, bool bPreferLinear)
{
using namespace XTL;
X_D3DFORMAT result;
switch(Format)
{
@ -1129,8 +1133,10 @@ XTL::X_D3DFORMAT XTL::EmuPC2XB_D3DFormat(D3DFORMAT Format, bool bPreferLinear)
return result;
}
DWORD XTL::EmuXB2PC_D3DLock(DWORD Flags)
DWORD EmuXB2PC_D3DLock(DWORD Flags)
{
using namespace XTL;
DWORD NewFlags = 0;
// Need to convert the flags, TODO: fix the xbox extensions
@ -1150,8 +1156,10 @@ DWORD XTL::EmuXB2PC_D3DLock(DWORD Flags)
}
// convert from xbox to pc multisample formats
XTL::D3DMULTISAMPLE_TYPE XTL::EmuXB2PC_D3DMultiSampleFormat(DWORD Type)
XTL::D3DMULTISAMPLE_TYPE EmuXB2PC_D3DMultiSampleFormat(DWORD Type)
{
using namespace XTL;
D3DMULTISAMPLE_TYPE result;
switch (Type & 0xFFFF)
{
@ -1182,7 +1190,7 @@ XTL::D3DMULTISAMPLE_TYPE XTL::EmuXB2PC_D3DMultiSampleFormat(DWORD Type)
}
// lookup table for converting vertex count to primitive count
UINT XTL::EmuD3DVertexToPrimitive[11][2] =
UINT EmuD3DVertexToPrimitive[11][2] =
{
{0, 0}, // NULL
{1, 0}, // X_D3DPT_POINTLIST
@ -1198,7 +1206,7 @@ UINT XTL::EmuD3DVertexToPrimitive[11][2] =
};
// conversion table for xbox->pc primitive types
XTL::D3DPRIMITIVETYPE XTL::EmuPrimitiveTypeLookup[] =
XTL::D3DPRIMITIVETYPE EmuPrimitiveTypeLookup[] =
{
/* NULL = 0 */ (XTL::D3DPRIMITIVETYPE)0,
/* D3DPT_POINTLIST = 1, */ XTL::D3DPT_POINTLIST,
@ -1214,7 +1222,7 @@ XTL::D3DPRIMITIVETYPE XTL::EmuPrimitiveTypeLookup[] =
/* D3DPT_MAX = 11, */ (XTL::D3DPRIMITIVETYPE)11
};
void XTL::EmuUnswizzleBox
void EmuUnswizzleBox
(
CONST PVOID pSrcBuff,
CONST DWORD dwWidth,
@ -1328,9 +1336,6 @@ void XTL::EmuUnswizzleBox
}
} // EmuUnswizzleBox NOPATCH
namespace XTL
{
const RenderStateInfo DxbxRenderStateInfo[] = {
// String Ord Version Type Method Native
@ -1392,25 +1397,25 @@ const RenderStateInfo DxbxRenderStateInfo[] = {
{ "D3DRS_PSDOTMAPPING" /*= 55*/, 3424, xtDWORD, NV2A_TX_SHADER_DOTMAPPING },
{ "D3DRS_PSINPUTTEXTURE" /*= 56*/, 3424, xtDWORD, NV2A_TX_SHADER_PREVIOUS },
// End of "pixel-shader" render states, continuing with "simple" render states :
{ "D3DRS_ZFUNC" /*= 57*/, 3424, xtD3DCMPFUNC, NV2A_DEPTH_FUNC, D3DRS_ZFUNC },
{ "D3DRS_ALPHAFUNC" /*= 58*/, 3424, xtD3DCMPFUNC, NV2A_ALPHA_FUNC_FUNC, D3DRS_ALPHAFUNC },
{ "D3DRS_ALPHABLENDENABLE" /*= 59*/, 3424, xtBOOL, NV2A_BLEND_FUNC_ENABLE, D3DRS_ALPHABLENDENABLE, "TRUE to enable alpha blending" },
{ "D3DRS_ALPHATESTENABLE" /*= 60*/, 3424, xtBOOL, NV2A_ALPHA_FUNC_ENABLE, D3DRS_ALPHATESTENABLE, "TRUE to enable alpha tests" },
{ "D3DRS_ALPHAREF" /*= 61*/, 3424, xtBYTE, NV2A_ALPHA_FUNC_REF, D3DRS_ALPHAREF },
{ "D3DRS_SRCBLEND" /*= 62*/, 3424, xtD3DBLEND, NV2A_BLEND_FUNC_SRC, D3DRS_SRCBLEND },
{ "D3DRS_DESTBLEND" /*= 63*/, 3424, xtD3DBLEND, NV2A_BLEND_FUNC_DST, D3DRS_DESTBLEND },
{ "D3DRS_ZWRITEENABLE" /*= 64*/, 3424, xtBOOL, NV2A_DEPTH_WRITE_ENABLE, D3DRS_ZWRITEENABLE, "TRUE to enable Z writes" },
{ "D3DRS_DITHERENABLE" /*= 65*/, 3424, xtBOOL, NV2A_DITHER_ENABLE, D3DRS_DITHERENABLE, "TRUE to enable dithering" },
{ "D3DRS_SHADEMODE" /*= 66*/, 3424, xtD3DSHADEMODE, NV2A_SHADE_MODEL, D3DRS_SHADEMODE },
{ "D3DRS_COLORWRITEENABLE" /*= 67*/, 3424, xtD3DCOLORWRITEENABLE, NV2A_COLOR_MASK, D3DRS_COLORWRITEENABLE }, // *_ALPHA, etc. per-channel write enable
{ "D3DRS_STENCILZFAIL" /*= 68*/, 3424, xtD3DSTENCILOP, NV2A_STENCIL_OP_ZFAIL, D3DRS_STENCILZFAIL, "Operation to do if stencil test passes and Z test fails" },
{ "D3DRS_STENCILPASS" /*= 69*/, 3424, xtD3DSTENCILOP, NV2A_STENCIL_OP_ZPASS, D3DRS_STENCILPASS, "Operation to do if both stencil and Z tests pass" },
{ "D3DRS_STENCILFUNC" /*= 70*/, 3424, xtD3DCMPFUNC, NV2A_STENCIL_FUNC_FUNC, D3DRS_STENCILFUNC },
{ "D3DRS_STENCILREF" /*= 71*/, 3424, xtBYTE, NV2A_STENCIL_FUNC_REF, D3DRS_STENCILREF, "BYTE reference value used in stencil test" },
{ "D3DRS_STENCILMASK" /*= 72*/, 3424, xtBYTE, NV2A_STENCIL_FUNC_MASK, D3DRS_STENCILMASK, "BYTE mask value used in stencil test" },
{ "D3DRS_STENCILWRITEMASK" /*= 73*/, 3424, xtBYTE, NV2A_STENCIL_MASK, D3DRS_STENCILWRITEMASK, "BYTE write mask applied to values written to stencil buffer" },
{ "D3DRS_BLENDOP" /*= 74*/, 3424, xtD3DBLENDOP, NV2A_BLEND_EQUATION, D3DRS_BLENDOP },
{ "D3DRS_BLENDCOLOR" /*= 75*/, 3424, xtD3DCOLOR, NV2A_BLEND_COLOR, D3DRS_BLENDFACTOR, "D3DCOLOR for D3DBLEND_CONSTANTCOLOR" },
{ "D3DRS_ZFUNC" /*= 57*/, 3424, xtD3DCMPFUNC, NV2A_DEPTH_FUNC, XTL::D3DRS_ZFUNC },
{ "D3DRS_ALPHAFUNC" /*= 58*/, 3424, xtD3DCMPFUNC, NV2A_ALPHA_FUNC_FUNC, XTL::D3DRS_ALPHAFUNC },
{ "D3DRS_ALPHABLENDENABLE" /*= 59*/, 3424, xtBOOL, NV2A_BLEND_FUNC_ENABLE, XTL::D3DRS_ALPHABLENDENABLE, "TRUE to enable alpha blending" },
{ "D3DRS_ALPHATESTENABLE" /*= 60*/, 3424, xtBOOL, NV2A_ALPHA_FUNC_ENABLE, XTL::D3DRS_ALPHATESTENABLE, "TRUE to enable alpha tests" },
{ "D3DRS_ALPHAREF" /*= 61*/, 3424, xtBYTE, NV2A_ALPHA_FUNC_REF, XTL::D3DRS_ALPHAREF },
{ "D3DRS_SRCBLEND" /*= 62*/, 3424, xtD3DBLEND, NV2A_BLEND_FUNC_SRC, XTL::D3DRS_SRCBLEND },
{ "D3DRS_DESTBLEND" /*= 63*/, 3424, xtD3DBLEND, NV2A_BLEND_FUNC_DST, XTL::D3DRS_DESTBLEND },
{ "D3DRS_ZWRITEENABLE" /*= 64*/, 3424, xtBOOL, NV2A_DEPTH_WRITE_ENABLE, XTL::D3DRS_ZWRITEENABLE, "TRUE to enable Z writes" },
{ "D3DRS_DITHERENABLE" /*= 65*/, 3424, xtBOOL, NV2A_DITHER_ENABLE, XTL::D3DRS_DITHERENABLE, "TRUE to enable dithering" },
{ "D3DRS_SHADEMODE" /*= 66*/, 3424, xtD3DSHADEMODE, NV2A_SHADE_MODEL, XTL::D3DRS_SHADEMODE },
{ "D3DRS_COLORWRITEENABLE" /*= 67*/, 3424, xtD3DCOLORWRITEENABLE, NV2A_COLOR_MASK, XTL::D3DRS_COLORWRITEENABLE }, // *_ALPHA, etc. per-channel write enable
{ "D3DRS_STENCILZFAIL" /*= 68*/, 3424, xtD3DSTENCILOP, NV2A_STENCIL_OP_ZFAIL, XTL::D3DRS_STENCILZFAIL, "Operation to do if stencil test passes and Z test fails" },
{ "D3DRS_STENCILPASS" /*= 69*/, 3424, xtD3DSTENCILOP, NV2A_STENCIL_OP_ZPASS, XTL::D3DRS_STENCILPASS, "Operation to do if both stencil and Z tests pass" },
{ "D3DRS_STENCILFUNC" /*= 70*/, 3424, xtD3DCMPFUNC, NV2A_STENCIL_FUNC_FUNC, XTL::D3DRS_STENCILFUNC },
{ "D3DRS_STENCILREF" /*= 71*/, 3424, xtBYTE, NV2A_STENCIL_FUNC_REF, XTL::D3DRS_STENCILREF, "BYTE reference value used in stencil test" },
{ "D3DRS_STENCILMASK" /*= 72*/, 3424, xtBYTE, NV2A_STENCIL_FUNC_MASK, XTL::D3DRS_STENCILMASK, "BYTE mask value used in stencil test" },
{ "D3DRS_STENCILWRITEMASK" /*= 73*/, 3424, xtBYTE, NV2A_STENCIL_MASK, XTL::D3DRS_STENCILWRITEMASK, "BYTE write mask applied to values written to stencil buffer" },
{ "D3DRS_BLENDOP" /*= 74*/, 3424, xtD3DBLENDOP, NV2A_BLEND_EQUATION, XTL::D3DRS_BLENDOP },
{ "D3DRS_BLENDCOLOR" /*= 75*/, 3424, xtD3DCOLOR, NV2A_BLEND_COLOR, XTL::D3DRS_BLENDFACTOR, "D3DCOLOR for D3DBLEND_CONSTANTCOLOR" },
// D3D9 D3DRS_BLENDFACTOR : D3DCOLOR used for a constant blend factor during alpha blending for devices that support D3DPBLENDCAPS_BLENDFACTOR
{ "D3DRS_SWATHWIDTH" /*= 76*/, 3424, xtD3DSWATH, NV2A_SWATH_WIDTH },
{ "D3DRS_POLYGONOFFSETZSLOPESCALE" /*= 77*/, 3424, xtFloat, NV2A_POLYGON_OFFSET_FACTOR, D3DRS_NONE, "float Z factor for shadow maps" },
@ -1429,39 +1434,39 @@ const RenderStateInfo DxbxRenderStateInfo[] = {
{ "D3DRS_SIMPLE_UNUSED2" /*= 90*/, 4627, xtDWORD, 0 },
{ "D3DRS_SIMPLE_UNUSED1" /*= 91*/, 4627, xtDWORD, 0 },
// End of "simple" render states, continuing with "deferred" render states :
{ "D3DRS_FOGENABLE" /*= 92*/, 3424, xtBOOL, NV2A_FOG_ENABLE, D3DRS_FOGENABLE },
{ "D3DRS_FOGTABLEMODE" /*= 93*/, 3424, xtD3DFOGMODE, NV2A_FOG_MODE, D3DRS_FOGTABLEMODE },
{ "D3DRS_FOGSTART" /*= 94*/, 3424, xtFloat, NV2A_FOG_COORD_DIST, D3DRS_FOGSTART },
{ "D3DRS_FOGEND" /*= 95*/, 3424, xtFloat, NV2A_FOG_MODE, D3DRS_FOGEND },
{ "D3DRS_FOGDENSITY" /*= 96*/, 3424, xtFloat, NV2A_FOG_EQUATION_CONSTANT, D3DRS_FOGDENSITY }, // + NV2A_FOG_EQUATION_LINEAR + NV2A_FOG_EQUATION_QUADRATIC
{ "D3DRS_RANGEFOGENABLE" /*= 97*/, 3424, xtBOOL, NV2A_FOG_COORD_DIST, D3DRS_RANGEFOGENABLE },
{ "D3DRS_WRAP0" /*= 98*/, 3424, xtD3DWRAP, NV2A_TX_WRAP(0), D3DRS_WRAP0 },
{ "D3DRS_WRAP1" /*= 99*/, 3424, xtD3DWRAP, NV2A_TX_WRAP(1), D3DRS_WRAP1 },
{ "D3DRS_WRAP2" /*= 100*/, 3424, xtD3DWRAP, NV2A_TX_WRAP(2), D3DRS_WRAP2 },
{ "D3DRS_WRAP3" /*= 101*/, 3424, xtD3DWRAP, NV2A_TX_WRAP(3), D3DRS_WRAP3 },
{ "D3DRS_LIGHTING" /*= 102*/, 3424, xtBOOL, NV2A_LIGHT_MODEL, D3DRS_LIGHTING }, // TODO : Needs push-buffer data conversion
{ "D3DRS_SPECULARENABLE" /*= 103*/, 3424, xtBOOL, NV2A_RC_FINAL0, D3DRS_SPECULARENABLE },
{ "D3DRS_LOCALVIEWER" /*= 104*/, 3424, xtBOOL, 0, D3DRS_LOCALVIEWER },
{ "D3DRS_COLORVERTEX" /*= 105*/, 3424, xtBOOL, 0, D3DRS_COLORVERTEX },
{ "D3DRS_FOGENABLE" /*= 92*/, 3424, xtBOOL, NV2A_FOG_ENABLE, XTL::D3DRS_FOGENABLE },
{ "D3DRS_FOGTABLEMODE" /*= 93*/, 3424, xtD3DFOGMODE, NV2A_FOG_MODE, XTL::D3DRS_FOGTABLEMODE },
{ "D3DRS_FOGSTART" /*= 94*/, 3424, xtFloat, NV2A_FOG_COORD_DIST, XTL::D3DRS_FOGSTART },
{ "D3DRS_FOGEND" /*= 95*/, 3424, xtFloat, NV2A_FOG_MODE, XTL::D3DRS_FOGEND },
{ "D3DRS_FOGDENSITY" /*= 96*/, 3424, xtFloat, NV2A_FOG_EQUATION_CONSTANT, XTL::D3DRS_FOGDENSITY }, // + NV2A_FOG_EQUATION_LINEAR + NV2A_FOG_EQUATION_QUADRATIC
{ "D3DRS_RANGEFOGENABLE" /*= 97*/, 3424, xtBOOL, NV2A_FOG_COORD_DIST, XTL::D3DRS_RANGEFOGENABLE },
{ "D3DRS_WRAP0" /*= 98*/, 3424, xtD3DWRAP, NV2A_TX_WRAP(0), XTL::D3DRS_WRAP0 },
{ "D3DRS_WRAP1" /*= 99*/, 3424, xtD3DWRAP, NV2A_TX_WRAP(1), XTL::D3DRS_WRAP1 },
{ "D3DRS_WRAP2" /*= 100*/, 3424, xtD3DWRAP, NV2A_TX_WRAP(2), XTL::D3DRS_WRAP2 },
{ "D3DRS_WRAP3" /*= 101*/, 3424, xtD3DWRAP, NV2A_TX_WRAP(3), XTL::D3DRS_WRAP3 },
{ "D3DRS_LIGHTING" /*= 102*/, 3424, xtBOOL, NV2A_LIGHT_MODEL, XTL::D3DRS_LIGHTING }, // TODO : Needs push-buffer data conversion
{ "D3DRS_SPECULARENABLE" /*= 103*/, 3424, xtBOOL, NV2A_RC_FINAL0, XTL::D3DRS_SPECULARENABLE },
{ "D3DRS_LOCALVIEWER" /*= 104*/, 3424, xtBOOL, 0, XTL::D3DRS_LOCALVIEWER },
{ "D3DRS_COLORVERTEX" /*= 105*/, 3424, xtBOOL, 0, XTL::D3DRS_COLORVERTEX },
{ "D3DRS_BACKSPECULARMATERIALSOURCE" /*= 106*/, 3424, xtD3DMCS, 0 }, // nsp.
{ "D3DRS_BACKDIFFUSEMATERIALSOURCE" /*= 107*/, 3424, xtD3DMCS, 0 }, // nsp.
{ "D3DRS_BACKAMBIENTMATERIALSOURCE" /*= 108*/, 3424, xtD3DMCS, 0 }, // nsp.
{ "D3DRS_BACKEMISSIVEMATERIALSOURCE" /*= 109*/, 3424, xtD3DMCS, 0 }, // nsp.
{ "D3DRS_SPECULARMATERIALSOURCE" /*= 110*/, 3424, xtD3DMCS, NV2A_COLOR_MATERIAL, D3DRS_SPECULARMATERIALSOURCE },
{ "D3DRS_DIFFUSEMATERIALSOURCE" /*= 111*/, 3424, xtD3DMCS, 0, D3DRS_DIFFUSEMATERIALSOURCE },
{ "D3DRS_AMBIENTMATERIALSOURCE" /*= 112*/, 3424, xtD3DMCS, 0, D3DRS_AMBIENTMATERIALSOURCE },
{ "D3DRS_EMISSIVEMATERIALSOURCE" /*= 113*/, 3424, xtD3DMCS, 0, D3DRS_EMISSIVEMATERIALSOURCE },
{ "D3DRS_SPECULARMATERIALSOURCE" /*= 110*/, 3424, xtD3DMCS, NV2A_COLOR_MATERIAL, XTL::D3DRS_SPECULARMATERIALSOURCE },
{ "D3DRS_DIFFUSEMATERIALSOURCE" /*= 111*/, 3424, xtD3DMCS, 0, XTL::D3DRS_DIFFUSEMATERIALSOURCE },
{ "D3DRS_AMBIENTMATERIALSOURCE" /*= 112*/, 3424, xtD3DMCS, 0, XTL::D3DRS_AMBIENTMATERIALSOURCE },
{ "D3DRS_EMISSIVEMATERIALSOURCE" /*= 113*/, 3424, xtD3DMCS, 0, XTL::D3DRS_EMISSIVEMATERIALSOURCE },
{ "D3DRS_BACKAMBIENT" /*= 114*/, 3424, xtD3DCOLOR, NV2A_LIGHT_MODEL_BACK_SIDE_PRODUCT_AMBIENT_PLUS_EMISSION_R }, // ..NV2A_MATERIAL_FACTOR_BACK_B nsp. Was NV2A_LIGHT_MODEL_BACK_AMBIENT_R
{ "D3DRS_AMBIENT" /*= 115*/, 3424, xtD3DCOLOR, NV2A_LIGHT_MODEL_FRONT_SIDE_PRODUCT_AMBIENT_PLUS_EMISSION_R, D3DRS_AMBIENT }, // ..NV2A_LIGHT_MODEL_FRONT_AMBIENT_B + NV2A_MATERIAL_FACTOR_FRONT_R..NV2A_MATERIAL_FACTOR_FRONT_A Was NV2A_LIGHT_MODEL_FRONT_AMBIENT_R
{ "D3DRS_POINTSIZE" /*= 116*/, 3424, xtFloat, NV2A_POINT_PARAMETER(0), D3DRS_POINTSIZE },
{ "D3DRS_POINTSIZE_MIN" /*= 117*/, 3424, xtFloat, 0, D3DRS_POINTSIZE_MIN },
{ "D3DRS_POINTSPRITEENABLE" /*= 118*/, 3424, xtBOOL, NV2A_POINT_SMOOTH_ENABLE, D3DRS_POINTSPRITEENABLE },
{ "D3DRS_POINTSCALEENABLE" /*= 119*/, 3424, xtBOOL, NV2A_POINT_PARAMETERS_ENABLE, D3DRS_POINTSCALEENABLE },
{ "D3DRS_POINTSCALE_A" /*= 120*/, 3424, xtFloat, 0, D3DRS_POINTSCALE_A },
{ "D3DRS_POINTSCALE_B" /*= 121*/, 3424, xtFloat, 0, D3DRS_POINTSCALE_B },
{ "D3DRS_POINTSCALE_C" /*= 122*/, 3424, xtFloat, 0, D3DRS_POINTSCALE_C },
{ "D3DRS_POINTSIZE_MAX" /*= 123*/, 3424, xtFloat, 0, D3DRS_POINTSIZE_MAX },
{ "D3DRS_PATCHEDGESTYLE" /*= 124*/, 3424, xtDWORD, 0, D3DRS_PATCHEDGESTYLE }, // D3DPATCHEDGESTYLE?
{ "D3DRS_AMBIENT" /*= 115*/, 3424, xtD3DCOLOR, NV2A_LIGHT_MODEL_FRONT_SIDE_PRODUCT_AMBIENT_PLUS_EMISSION_R, XTL::D3DRS_AMBIENT }, // ..NV2A_LIGHT_MODEL_FRONT_AMBIENT_B + NV2A_MATERIAL_FACTOR_FRONT_R..NV2A_MATERIAL_FACTOR_FRONT_A Was NV2A_LIGHT_MODEL_FRONT_AMBIENT_R
{ "D3DRS_POINTSIZE" /*= 116*/, 3424, xtFloat, NV2A_POINT_PARAMETER(0), XTL::D3DRS_POINTSIZE },
{ "D3DRS_POINTSIZE_MIN" /*= 117*/, 3424, xtFloat, 0, XTL::D3DRS_POINTSIZE_MIN },
{ "D3DRS_POINTSPRITEENABLE" /*= 118*/, 3424, xtBOOL, NV2A_POINT_SMOOTH_ENABLE, XTL::D3DRS_POINTSPRITEENABLE },
{ "D3DRS_POINTSCALEENABLE" /*= 119*/, 3424, xtBOOL, NV2A_POINT_PARAMETERS_ENABLE, XTL::D3DRS_POINTSCALEENABLE },
{ "D3DRS_POINTSCALE_A" /*= 120*/, 3424, xtFloat, 0, XTL::D3DRS_POINTSCALE_A },
{ "D3DRS_POINTSCALE_B" /*= 121*/, 3424, xtFloat, 0, XTL::D3DRS_POINTSCALE_B },
{ "D3DRS_POINTSCALE_C" /*= 122*/, 3424, xtFloat, 0, XTL::D3DRS_POINTSCALE_C },
{ "D3DRS_POINTSIZE_MAX" /*= 123*/, 3424, xtFloat, 0, XTL::D3DRS_POINTSIZE_MAX },
{ "D3DRS_PATCHEDGESTYLE" /*= 124*/, 3424, xtDWORD, 0, XTL::D3DRS_PATCHEDGESTYLE }, // D3DPATCHEDGESTYLE?
{ "D3DRS_PATCHSEGMENTS" /*= 125*/, 3424, xtDWORD, 0 }, // nsp. // D3DRS_PATCHSEGMENTS exists in Direct3D 8, but not in 9 !?
// TODO -oDxbx : Is X_D3DRS_SWAPFILTER really a xtD3DMULTISAMPLE_TYPE?
{ "D3DRS_SWAPFILTER" /*= 126*/, 4039, xtD3DMULTISAMPLE_TYPE, 0, D3DRS_NONE, "D3DTEXF_LINEAR etc. filter to use for Swap" }, // nsp.
@ -1476,23 +1481,23 @@ const RenderStateInfo DxbxRenderStateInfo[] = {
{ "D3DRS_DEFERRED_UNUSED1" /*= 135*/, 4627, xtDWORD, 0 },
// End of "deferred" render states, continuing with "complex" render states :
{ "D3DRS_PSTEXTUREMODES" /*= 136*/, 3424, xtDWORD, 0 },
{ "D3DRS_VERTEXBLEND" /*= 137*/, 3424, xtD3DVERTEXBLENDFLAGS, NV2A_SKIN_MODE, D3DRS_VERTEXBLEND },
{ "D3DRS_FOGCOLOR" /*= 138*/, 3424, xtD3DCOLOR, NV2A_FOG_COLOR, D3DRS_FOGCOLOR }, // SwapRgb
{ "D3DRS_FILLMODE" /*= 139*/, 3424, xtD3DFILLMODE, NV2A_POLYGON_MODE_FRONT, D3DRS_FILLMODE },
{ "D3DRS_VERTEXBLEND" /*= 137*/, 3424, xtD3DVERTEXBLENDFLAGS, NV2A_SKIN_MODE, XTL::D3DRS_VERTEXBLEND },
{ "D3DRS_FOGCOLOR" /*= 138*/, 3424, xtD3DCOLOR, NV2A_FOG_COLOR, XTL::D3DRS_FOGCOLOR }, // SwapRgb
{ "D3DRS_FILLMODE" /*= 139*/, 3424, xtD3DFILLMODE, NV2A_POLYGON_MODE_FRONT, XTL::D3DRS_FILLMODE },
{ "D3DRS_BACKFILLMODE" /*= 140*/, 3424, xtD3DFILLMODE, 0 }, // nsp.
{ "D3DRS_TWOSIDEDLIGHTING" /*= 141*/, 3424, xtBOOL, NV2A_POLYGON_MODE_BACK }, // nsp.
{ "D3DRS_NORMALIZENORMALS" /*= 142*/, 3424, xtBOOL, NV2A_NORMALIZE_ENABLE, D3DRS_NORMALIZENORMALS },
{ "D3DRS_ZENABLE" /*= 143*/, 3424, xtBOOL, NV2A_DEPTH_TEST_ENABLE, D3DRS_ZENABLE }, // D3DZBUFFERTYPE?
{ "D3DRS_STENCILENABLE" /*= 144*/, 3424, xtBOOL, NV2A_STENCIL_ENABLE, D3DRS_STENCILENABLE },
{ "D3DRS_STENCILFAIL" /*= 145*/, 3424, xtD3DSTENCILOP, NV2A_STENCIL_OP_FAIL, D3DRS_STENCILFAIL },
{ "D3DRS_NORMALIZENORMALS" /*= 142*/, 3424, xtBOOL, NV2A_NORMALIZE_ENABLE, XTL::D3DRS_NORMALIZENORMALS },
{ "D3DRS_ZENABLE" /*= 143*/, 3424, xtBOOL, NV2A_DEPTH_TEST_ENABLE, XTL::D3DRS_ZENABLE }, // D3DZBUFFERTYPE?
{ "D3DRS_STENCILENABLE" /*= 144*/, 3424, xtBOOL, NV2A_STENCIL_ENABLE, XTL::D3DRS_STENCILENABLE },
{ "D3DRS_STENCILFAIL" /*= 145*/, 3424, xtD3DSTENCILOP, NV2A_STENCIL_OP_FAIL, XTL::D3DRS_STENCILFAIL },
{ "D3DRS_FRONTFACE" /*= 146*/, 3424, xtD3DFRONT, NV2A_FRONT_FACE }, // nsp.
{ "D3DRS_CULLMODE" /*= 147*/, 3424, xtD3DCULL, NV2A_CULL_FACE, D3DRS_CULLMODE },
{ "D3DRS_TEXTUREFACTOR" /*= 148*/, 3424, xtD3DCOLOR, NV2A_RC_CONSTANT_COLOR0(0), D3DRS_TEXTUREFACTOR },
{ "D3DRS_ZBIAS" /*= 149*/, 3424, xtLONG, 0, D3DRS_DEPTHBIAS }, // Was D3DRS_ZBIAS
{ "D3DRS_CULLMODE" /*= 147*/, 3424, xtD3DCULL, NV2A_CULL_FACE, XTL::D3DRS_CULLMODE },
{ "D3DRS_TEXTUREFACTOR" /*= 148*/, 3424, xtD3DCOLOR, NV2A_RC_CONSTANT_COLOR0(0), XTL::D3DRS_TEXTUREFACTOR },
{ "D3DRS_ZBIAS" /*= 149*/, 3424, xtLONG, 0, XTL::D3DRS_DEPTHBIAS }, // Was D3DRS_ZBIAS
{ "D3DRS_LOGICOP" /*= 150*/, 3424, xtD3DLOGICOP, NV2A_COLOR_LOGIC_OP_OP }, // nsp.
{ "D3DRS_EDGEANTIALIAS" /*= 151*/, 3424, xtBOOL, NV2A_LINE_SMOOTH_ENABLE, D3DRS_ANTIALIASEDLINEENABLE }, // Was D3DRS_EDGEANTIALIAS. Dxbx note : No Xbox ext. (according to Direct3D8) !
{ "D3DRS_MULTISAMPLEANTIALIAS" /*= 152*/, 3424, xtBOOL, NV2A_MULTISAMPLE_CONTROL, D3DRS_MULTISAMPLEANTIALIAS },
{ "D3DRS_MULTISAMPLEMASK" /*= 153*/, 3424, xtDWORD, NV2A_MULTISAMPLE_CONTROL, D3DRS_MULTISAMPLEMASK },
{ "D3DRS_EDGEANTIALIAS" /*= 151*/, 3424, xtBOOL, NV2A_LINE_SMOOTH_ENABLE, XTL::D3DRS_ANTIALIASEDLINEENABLE }, // Was D3DRS_EDGEANTIALIAS. Dxbx note : No Xbox ext. (according to Direct3D8) !
{ "D3DRS_MULTISAMPLEANTIALIAS" /*= 152*/, 3424, xtBOOL, NV2A_MULTISAMPLE_CONTROL, XTL::D3DRS_MULTISAMPLEANTIALIAS },
{ "D3DRS_MULTISAMPLEMASK" /*= 153*/, 3424, xtDWORD, NV2A_MULTISAMPLE_CONTROL, XTL::D3DRS_MULTISAMPLEMASK },
// { "D3DRS_MULTISAMPLETYPE" /*= 154*/, 3424, xtD3DMULTISAMPLE_TYPE, 0 }, // [-3911] \_ aliasses D3DMULTISAMPLE_TYPE
{ "D3DRS_MULTISAMPLEMODE" /*= 154*/, 4361, xtD3DMULTISAMPLEMODE, 0 }, // [4361+] / D3DMULTISAMPLEMODE for the backbuffer
{ "D3DRS_MULTISAMPLERENDERTARGETMODE" /*= 155*/, 4242, xtD3DMULTISAMPLEMODE, NV2A_RT_FORMAT },
@ -1561,8 +1566,6 @@ Direct3D9 states unused :
D3DRS_BLENDOPALPHA = 209 // Blending operation for the alpha channel when D3DRS_SEPARATEDESTALPHAENABLE is TRUE
*/
}; // end of namespace XTL
#if 0
/* Generic swizzle function, usable for both x and y dimensions.
When passing x, Max should be 2*height, and Shift should be 0

View File

@ -38,44 +38,44 @@
typedef void(*FormatToARGBRow)(const uint8_t* src, uint8_t* dst_argb, int width);
extern const FormatToARGBRow EmuXBFormatComponentConverter(X_D3DFORMAT Format);
extern const FormatToARGBRow EmuXBFormatComponentConverter(XTL::X_D3DFORMAT Format);
bool EmuXBFormatCanBeConvertedToARGB(X_D3DFORMAT Format);
bool EmuXBFormatCanBeConvertedToARGB(XTL::X_D3DFORMAT Format);
bool EmuXBFormatRequiresConversionToARGB(X_D3DFORMAT Format);
bool EmuXBFormatRequiresConversionToARGB(XTL::X_D3DFORMAT Format);
// how many bits does this format use per pixel?
extern DWORD EmuXBFormatBitsPerPixel(X_D3DFORMAT Format);
extern DWORD EmuXBFormatBitsPerPixel(XTL::X_D3DFORMAT Format);
// how many bytes does this format use per pixel?
extern DWORD EmuXBFormatBytesPerPixel(X_D3DFORMAT Format);
extern DWORD EmuXBFormatBytesPerPixel(XTL::X_D3DFORMAT Format);
// is this format compressed?
extern BOOL EmuXBFormatIsCompressed(X_D3DFORMAT Format);
extern BOOL EmuXBFormatIsCompressed(XTL::X_D3DFORMAT Format);
// is this format linear?
extern BOOL EmuXBFormatIsLinear(X_D3DFORMAT Format);
extern BOOL EmuXBFormatIsLinear(XTL::X_D3DFORMAT Format);
// is this format swizzled?
extern BOOL EmuXBFormatIsSwizzled(X_D3DFORMAT Format);
extern BOOL EmuXBFormatIsSwizzled(XTL::X_D3DFORMAT Format);
// is this format a valid render target?
extern BOOL EmuXBFormatIsRenderTarget(X_D3DFORMAT Format);
extern BOOL EmuXBFormatIsRenderTarget(XTL::X_D3DFORMAT Format);
// is this format a valid depth buffer?
extern BOOL EmuXBFormatIsDepthBuffer(X_D3DFORMAT Format);
extern BOOL EmuXBFormatIsDepthBuffer(XTL::X_D3DFORMAT Format);
// convert from xbox to pc color formats
extern D3DFORMAT EmuXB2PC_D3DFormat(X_D3DFORMAT Format);
extern XTL::D3DFORMAT EmuXB2PC_D3DFormat(XTL::X_D3DFORMAT Format);
// convert from pc to xbox color formats
extern X_D3DFORMAT EmuPC2XB_D3DFormat(D3DFORMAT Format, bool bPreferLinear = true);
extern XTL::X_D3DFORMAT EmuPC2XB_D3DFormat(XTL::D3DFORMAT Format, bool bPreferLinear = true);
// convert from xbox to pc d3d lock flags
extern DWORD EmuXB2PC_D3DLock(DWORD Flags);
// convert from xbox to pc multisample formats
extern D3DMULTISAMPLE_TYPE EmuXB2PC_D3DMultiSampleFormat(DWORD Type);
extern XTL::D3DMULTISAMPLE_TYPE EmuXB2PC_D3DMultiSampleFormat(DWORD Type);
/**
// convert from pc to xbox texture transform state types (unnecessary so far)
@ -90,8 +90,10 @@ else
//*/
// convert from xbox to pc texture transform state types
inline D3DTRANSFORMSTATETYPE EmuXB2PC_D3DTS(D3DTRANSFORMSTATETYPE State)
inline XTL::D3DTRANSFORMSTATETYPE EmuXB2PC_D3DTS(XTL::D3DTRANSFORMSTATETYPE State)
{
using namespace XTL;
// Handle Xbox -> D3D State mapping
switch (State) {
case 0: return (D3DTRANSFORMSTATETYPE)D3DTS_VIEW;
@ -116,8 +118,10 @@ inline D3DTRANSFORMSTATETYPE EmuXB2PC_D3DTS(D3DTRANSFORMSTATETYPE State)
}
// convert from xbox to pc blend ops
inline D3DBLENDOP EmuXB2PC_D3DBLENDOP(X_D3DBLENDOP Value)
inline XTL::D3DBLENDOP EmuXB2PC_D3DBLENDOP(XTL::X_D3DBLENDOP Value)
{
using namespace XTL;
switch(Value)
{
case 0x8006: return D3DBLENDOP_ADD;
@ -141,8 +145,10 @@ inline D3DBLENDOP EmuXB2PC_D3DBLENDOP(X_D3DBLENDOP Value)
}
// convert from xbox to pc blend types
inline D3DBLEND EmuXB2PC_D3DBLEND(X_D3DBLEND Value)
inline XTL::D3DBLEND EmuXB2PC_D3DBLEND(XTL::X_D3DBLEND Value)
{
using namespace XTL;
switch (Value) {
case 0x000: return D3DBLEND_ZERO;
case 0x001: return D3DBLEND_ONE;
@ -166,8 +172,10 @@ inline D3DBLEND EmuXB2PC_D3DBLEND(X_D3DBLEND Value)
}
// convert from xbox to pc comparison functions
inline D3DCMPFUNC EmuXB2PC_D3DCMPFUNC(X_D3DCMPFUNC Value)
inline XTL::D3DCMPFUNC EmuXB2PC_D3DCMPFUNC(XTL::X_D3DCMPFUNC Value)
{
using namespace XTL;
switch (Value) {
case 0x200: return D3DCMP_NEVER;
case 0x201: return D3DCMP_LESS;
@ -184,8 +192,10 @@ inline D3DCMPFUNC EmuXB2PC_D3DCMPFUNC(X_D3DCMPFUNC Value)
}
// convert from xbox to pc fill modes
inline D3DFILLMODE EmuXB2PC_D3DFILLMODE(X_D3DFILLMODE Value)
inline XTL::D3DFILLMODE EmuXB2PC_D3DFILLMODE(XTL::X_D3DFILLMODE Value)
{
using namespace XTL;
switch (Value) {
case 0x1B00: return D3DFILL_POINT;
case 0x1B01: return D3DFILL_WIREFRAME;
@ -197,8 +207,10 @@ inline D3DFILLMODE EmuXB2PC_D3DFILLMODE(X_D3DFILLMODE Value)
}
// convert from xbox to pc shade modes
inline D3DSHADEMODE EmuXB2PC_D3DSHADEMODE(X_D3DSHADEMODE Value)
inline XTL::D3DSHADEMODE EmuXB2PC_D3DSHADEMODE(XTL::X_D3DSHADEMODE Value)
{
using namespace XTL;
switch (Value) {
case 0x1D00: return D3DSHADE_FLAT;
case 0x1D01: return D3DSHADE_GOURAUD;
@ -209,8 +221,10 @@ inline D3DSHADEMODE EmuXB2PC_D3DSHADEMODE(X_D3DSHADEMODE Value)
}
// convert from xbox to pc stencilop modes
inline D3DSTENCILOP EmuXB2PC_D3DSTENCILOP(X_D3DSTENCILOP Value)
inline XTL::D3DSTENCILOP EmuXB2PC_D3DSTENCILOP(XTL::X_D3DSTENCILOP Value)
{
using namespace XTL;
switch(Value)
{
case 0x1e00: return D3DSTENCILOP_KEEP;
@ -229,9 +243,9 @@ inline D3DSTENCILOP EmuXB2PC_D3DSTENCILOP(X_D3DSTENCILOP Value)
}
// table used for vertex->primitive count conversion
extern UINT EmuD3DVertexToPrimitive[X_D3DPT_POLYGON + 1][2];
extern UINT EmuD3DVertexToPrimitive[XTL::X_D3DPT_POLYGON + 1][2];
inline bool EmuD3DValidVertexCount(X_D3DPRIMITIVETYPE XboxPrimitiveType, UINT VertexCount)
inline bool EmuD3DValidVertexCount(XTL::X_D3DPRIMITIVETYPE XboxPrimitiveType, UINT VertexCount)
{
// Are there more vertices than required for setup?
if (VertexCount > EmuD3DVertexToPrimitive[XboxPrimitiveType][1])
@ -243,30 +257,30 @@ inline bool EmuD3DValidVertexCount(X_D3DPRIMITIVETYPE XboxPrimitiveType, UINT Ve
}
// convert from vertex count to primitive count (Xbox)
inline int EmuD3DVertex2PrimitiveCount(X_D3DPRIMITIVETYPE PrimitiveType, int VertexCount)
inline int EmuD3DVertex2PrimitiveCount(XTL::X_D3DPRIMITIVETYPE PrimitiveType, int VertexCount)
{
return (VertexCount - EmuD3DVertexToPrimitive[PrimitiveType][1]) / EmuD3DVertexToPrimitive[PrimitiveType][0];
}
// convert from primitive count to vertex count (Xbox)
inline int EmuD3DPrimitive2VertexCount(X_D3DPRIMITIVETYPE PrimitiveType, int PrimitiveCount)
inline int EmuD3DPrimitive2VertexCount(XTL::X_D3DPRIMITIVETYPE PrimitiveType, int PrimitiveCount)
{
return (PrimitiveCount * EmuD3DVertexToPrimitive[PrimitiveType][0]) + EmuD3DVertexToPrimitive[PrimitiveType][1];
}
// conversion table for xbox->pc primitive types
extern D3DPRIMITIVETYPE EmuPrimitiveTypeLookup[];
extern XTL::D3DPRIMITIVETYPE EmuPrimitiveTypeLookup[];
// convert xbox->pc primitive type
inline D3DPRIMITIVETYPE EmuXB2PC_D3DPrimitiveType(X_D3DPRIMITIVETYPE PrimitiveType)
inline XTL::D3DPRIMITIVETYPE EmuXB2PC_D3DPrimitiveType(XTL::X_D3DPRIMITIVETYPE PrimitiveType)
{
if((DWORD)PrimitiveType == 0x7FFFFFFF)
return D3DPT_FORCE_DWORD;
return XTL::D3DPT_FORCE_DWORD;
return EmuPrimitiveTypeLookup[PrimitiveType];
}
inline int EmuD3DIndexCountToVertexCount(X_D3DPRIMITIVETYPE XboxPrimitiveType, int IndexCount)
inline int EmuD3DIndexCountToVertexCount(XTL::X_D3DPRIMITIVETYPE XboxPrimitiveType, int IndexCount)
{
return IndexCount;
}
@ -1809,13 +1823,13 @@ typedef struct _RenderStateInfo {
char *S; // String representation.
WORD V; // The XDK version since which a render state was introduced (using the 5911 declarations as a base).
TXBType T = xt_Unknown; // The Xbox data type. Defaults to xt_Unknown.
NV2AMETHOD M; // The related push buffer method. Not always a 1-to-1 mapping. Needs push-buffer interpretation & conversion code.
D3DRENDERSTATETYPE PC = (D3DRENDERSTATETYPE)0; // Map XBox to PC render state
XTL::NV2AMETHOD M; // The related push buffer method. Not always a 1-to-1 mapping. Needs push-buffer interpretation & conversion code.
XTL::D3DRENDERSTATETYPE PC = (XTL::D3DRENDERSTATETYPE)0; // Map XBox to PC render state
char *N; // XDK notes. Defaults to ''.
}
RenderStateInfo;
#define D3DRS_NONE ((D3DRENDERSTATETYPE)0)
#define D3DRS_NONE ((XTL::D3DRENDERSTATETYPE)0)
extern const RenderStateInfo DxbxRenderStateInfo[];

View File

@ -650,10 +650,10 @@ typedef enum _X_D3DRENDERSTATETYPE {
// Older versions are slightly different (some members are missing), so we use a mapping table to
// cater for the differences (see DxbxBuildRenderStateMappingTable). This enables to ignore these
// version-differences in the rest of our code (unless it matters somehow); We write via indirection :
// *XTL::EmuMappedD3DRenderState[X_D3DRENDERSTATETYPE] = Value;
// *EmuMappedD3DRenderState[X_D3DRENDERSTATETYPE] = Value;
//
// And we read via the same mapping (do note, that missing elements all point to the same dummy) :
// Result = *XTL::EmuMappedD3DRenderState[X_D3DRENDERSTATETYPE];
// Result = *EmuMappedD3DRenderState[X_D3DRENDERSTATETYPE];
// Dxbx note : The PS* render states map 1-on-1 to the X_D3DPIXELSHADERDEF record,
// SetPixelShader actually pushes the definition into these render state slots.
@ -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

View File

@ -65,9 +65,10 @@
#include "core\kernel\support\Emu.h"
#include "core\kernel\support\EmuFS.h"
#include "core\kernel\support\EmuXTL.h"
#include "core\kernel\support\EmuXTL.h" // X_PSH_COMBINECOUNT
//#include <CxbxKrnl/EmuD3D8Types.h> // X_PSH_COMBINECOUNT
#include "core\hle\D3D8\XbPixelShader.h"
#include "core\hle\D3D8\XbState.h" // For CXBX_D3DRS_UNSUPPORTED
#include "core\kernel\init\CxbxKrnl.h" // For CxbxKrnlCleanup()
@ -2331,7 +2332,7 @@ std::string PSH_XBOX_SHADER::OriginalToString(XTL::X_D3DPIXELSHADERDEF *pPSDef)
pPSDef->PSRGBOutputs[0], pPSDef->PSRGBOutputs[1], pPSDef->PSRGBOutputs[2], pPSDef->PSRGBOutputs[3],
pPSDef->PSRGBOutputs[4], pPSDef->PSRGBOutputs[5], pPSDef->PSRGBOutputs[6], pPSDef->PSRGBOutputs[7],
pPSDef->PSCombinerCount,
XTL::TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES], /* pPSDef->PSTextureModes is stored in a different place than pPSDef*/
TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES], /* pPSDef->PSTextureModes is stored in a different place than pPSDef*/
pPSDef->PSDotMapping,
pPSDef->PSInputTexture,
pPSDef->PSC0Mapping,
@ -2343,7 +2344,7 @@ void PSH_XBOX_SHADER::GetPSTextureModes(XTL::X_D3DPIXELSHADERDEF* pPSDef, PS_TEX
{
for (int i = 0; i < XTL::X_D3DTS_STAGECOUNT; i++)
{
psTextureModes[i] = (PS_TEXTUREMODES)((XTL::TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES] >> (i * 5)) & 0x1F);
psTextureModes[i] = (PS_TEXTUREMODES)((TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES] >> (i * 5)) & 0x1F);
}
}
@ -2555,7 +2556,7 @@ std::string PSH_XBOX_SHADER::DecodedToString(XTL::X_D3DPIXELSHADERDEF *pPSDef)
_AddStr1("\n-----PixelShader Definition Contents-----");
_AddStr1(OriginalToString(pPSDef));
if (XTL::TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES] > 0)
if (TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES] > 0)
{
_AddStr1("\nPSTextureModes ->"); // Texture addressing modes
_AddStr("Stage 0: %s", PS_TextureModesStr[PSTextureModes[0]]);
@ -5979,15 +5980,17 @@ static const
} // DxbxRecompilePixelShader
// TODO : Initialize this :
DWORD *XTL::EmuMappedD3DRenderState[X_D3DRS_UNSUPPORTED]; // 1 extra for the unsupported value
DWORD *EmuMappedD3DRenderState[CXBX_D3DRS_UNSUPPORTED]; // 1 extra for the unsupported value
std::vector<PSH_RECOMPILED_SHADER> g_RecompiledPixelShaders;
// Temporary...
DWORD XTL::TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES + 1];
DWORD TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES + 1];
VOID XTL::DxbxUpdateActivePixelShader() // NOPATCH
VOID DxbxUpdateActivePixelShader() // NOPATCH
{
using namespace XTL; // Temporary, not for actual XTL symbols, but for those that are erroneously contained herein (like everything from ddraw.h)
XTL::X_D3DPIXELSHADERDEF *pPSDef;
PPSH_RECOMPILED_SHADER RecompiledPixelShader;
DWORD ConvertedPixelShaderHandle;
@ -6002,7 +6005,7 @@ VOID XTL::DxbxUpdateActivePixelShader() // NOPATCH
// TODO: Is this even right? The first RenderState is PSAlpha,
// The pixel shader is stored in pDevice->m_pPixelShader
// For now, we still patch SetPixelShader and read from there...
//DWORD *XTL_D3D__RenderState = XTL::EmuMappedD3DRenderState[0];
//DWORD *XTL_D3D__RenderState = EmuMappedD3DRenderState[0];
//pPSDef = (XTL::X_D3DPIXELSHADERDEF*)(XTL_D3D__RenderState);
// Use the pixel shader stored in TemporaryPixelShaderRenderStates rather than the set handle
@ -6085,18 +6088,18 @@ VOID XTL::DxbxUpdateActivePixelShader() // NOPATCH
// The required code needs o be ported from Wip_LessVertexPatching or Dxbx
switch (i) {
case PSH_XBOX_CONSTANT_FOG:
//dwColor = *XTL::EmuMappedD3DRenderState[XTL::X_D3DRS_FOGCOLOR] | 0xFF000000;
//dwColor = *EmuMappedD3DRenderState[XTL::X_D3DRS_FOGCOLOR] | 0xFF000000;
// Note : FOG.RGB is correct like this, but FOG.a should be coming
// from the vertex shader (oFog) - however, D3D8 does not forward this...
g_pD3DDevice->GetRenderState(D3DRS_FOGCOLOR, &dwColor);
fColor = dwColor;
break;
case PSH_XBOX_CONSTANT_FC0:
//dwColor = *XTL::EmuMappedD3DRenderState[XTL::X_D3DRS_PSFINALCOMBINERCONSTANT0];
//dwColor = *EmuMappedD3DRenderState[XTL::X_D3DRS_PSFINALCOMBINERCONSTANT0];
fColor = dwColor = TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSFINALCOMBINERCONSTANT0];
break;
case PSH_XBOX_CONSTANT_FC1:
//dwColor = *XTL::EmuMappedD3DRenderState[XTL::X_D3DRS_PSFINALCOMBINERCONSTANT1];
//dwColor = *EmuMappedD3DRenderState[XTL::X_D3DRS_PSFINALCOMBINERCONSTANT1];
fColor = dwColor = TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSFINALCOMBINERCONSTANT1];
break;
case PSH_XBOX_CONSTANT_MUL0:
@ -6131,7 +6134,7 @@ VOID XTL::DxbxUpdateActivePixelShader() // NOPATCH
break;
}
default:
//dwColor = *XTL::EmuMappedD3DRenderState[XTL::X_D3DRS_PSCONSTANT0_0 + i];
//dwColor = *EmuMappedD3DRenderState[XTL::X_D3DRS_PSCONSTANT0_0 + i];
fColor = dwColor = TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSCONSTANT0_0 + i];
break;
}
@ -8111,7 +8114,7 @@ inline void CorrectConstToReg(char *szConst, int *pPSC0, int *pPSC1)
CorrectConstToReg_done:;
}
void XTL::DumpPixelShaderDefToFile( X_D3DPIXELSHADERDEF* pPSDef, const char* pszCode /*= NULL*/ )
void DumpPixelShaderDefToFile(XTL::X_D3DPIXELSHADERDEF* pPSDef, const char* pszCode /*= NULL*/ )
{
static int PshNumber = 0; // Keep track of how many pixel shaders we've attemted to convert.
char szPSDef[512];
@ -8157,7 +8160,7 @@ void XTL::DumpPixelShaderDefToFile( X_D3DPIXELSHADERDEF* pPSDef, const char* psz
pPSDef->PSRGBOutputs[0], pPSDef->PSRGBOutputs[1], pPSDef->PSRGBOutputs[2], pPSDef->PSRGBOutputs[3],
pPSDef->PSRGBOutputs[4], pPSDef->PSRGBOutputs[5], pPSDef->PSRGBOutputs[6], pPSDef->PSRGBOutputs[7],
pPSDef->PSCombinerCount,
TemporaryPixelShaderRenderStates[X_D3DRS_PSTEXTUREMODES], /* pPSDef->PSTextureModes is stored in a different place than pPSDef*/
TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES], /* pPSDef->PSTextureModes is stored in a different place than pPSDef*/
pPSDef->PSDotMapping,
pPSDef->PSInputTexture,
pPSDef->PSC0Mapping,
@ -8173,19 +8176,19 @@ void XTL::DumpPixelShaderDefToFile( X_D3DPIXELSHADERDEF* pPSDef, const char* psz
}
// print relevant contents to the debug console
void XTL::PrintPixelShaderDefContents( X_D3DPIXELSHADERDEF* pPSDef )
void PrintPixelShaderDefContents(XTL::X_D3DPIXELSHADERDEF* pPSDef )
{
// Show the contents to the user
if( pPSDef )
{
DbgPshPrintf( "\n-----PixelShader Def Contents-----\n" );
if(TemporaryPixelShaderRenderStates[X_D3DRS_PSTEXTUREMODES])
if(TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES])
{
DWORD dwPSTexMode0 = ( TemporaryPixelShaderRenderStates[X_D3DRS_PSTEXTUREMODES] >> 0 ) & 0x1F;
DWORD dwPSTexMode1 = ( TemporaryPixelShaderRenderStates[X_D3DRS_PSTEXTUREMODES] >> 5 ) & 0x1F;
DWORD dwPSTexMode2 = ( TemporaryPixelShaderRenderStates[X_D3DRS_PSTEXTUREMODES] >> 10 ) & 0x1F;
DWORD dwPSTexMode3 = ( TemporaryPixelShaderRenderStates[X_D3DRS_PSTEXTUREMODES] >> 15 ) & 0x1F;
DWORD dwPSTexMode0 = ( TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES] >> 0 ) & 0x1F;
DWORD dwPSTexMode1 = ( TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES] >> 5 ) & 0x1F;
DWORD dwPSTexMode2 = ( TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES] >> 10 ) & 0x1F;
DWORD dwPSTexMode3 = ( TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES] >> 15 ) & 0x1F;
DbgPshPrintf( "PSTextureModes ->\n" );
DbgPshPrintf( "Stage 0: %s\n", PS_TextureModesStr[dwPSTexMode0] );

View File

@ -30,14 +30,14 @@
#include "Cxbx.h"
// dump pixel shader definition to file
void DumpPixelShaderDefToFile( X_D3DPIXELSHADERDEF* pPSDef, const char* pszCode );
void DumpPixelShaderDefToFile( XTL::X_D3DPIXELSHADERDEF* pPSDef, const char* pszCode );
// print relevant contents to the debug console
void PrintPixelShaderDefContents( X_D3DPIXELSHADERDEF* pDSDef );
void PrintPixelShaderDefContents(XTL::X_D3DPIXELSHADERDEF* pDSDef );
// PatrickvL's Dxbx pixel shader translation
VOID DxbxUpdateActivePixelShader(); // NOPATCH
// TODO: Remove this once the Render State code has been fully ported from Dxbx/Wip_LessVertexPatching
extern DWORD TemporaryPixelShaderRenderStates[X_D3DRS_PSTEXTUREMODES + 1];
extern DWORD TemporaryPixelShaderRenderStates[XTL::X_D3DRS_PSTEXTUREMODES + 1];
#endif // PIXELSHADER_H

View File

@ -31,8 +31,13 @@
#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 "core\hle\D3D8\XbState.h" // For CxbxUpdateNativeD3DResources, etc
#include "core\hle\D3D8\XbConvert.h"
#include "devices/video/nv2a.h" // For g_NV2A, PGRAPHState
#include "devices/video/nv2a_int.h" // For NV** defines
#include "Logging.h"
@ -47,7 +52,7 @@ 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 +68,7 @@ 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 +120,14 @@ 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 +458,14 @@ 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)

View File

@ -25,6 +25,8 @@
#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

View File

@ -29,10 +29,11 @@
#include "core\kernel\init\CxbxKrnl.h"
#include "core\kernel\support\Emu.h"
#include "core\kernel\support\EmuXTL.h"
#include "core\hle\D3D8\XbConvert.h" // For DxbxRenderStateInfo
// deferred state lookup tables
DWORD *XTL::EmuD3DDeferredRenderState = nullptr;
DWORD *XTL::EmuD3DDeferredTextureState = nullptr;
DWORD *EmuD3DDeferredRenderState = nullptr;
DWORD *EmuD3DDeferredTextureState = nullptr;
#include "core\hle\Intercept.hpp" // For g_SymbolAddresses
#include "common/Settings.hpp" // For g_LibVersion_D3D8
@ -60,32 +61,32 @@ void VerifyAndFixEmuDeferredRenderStateOffset()
// Calculate index of D3DRS_CULLMODE for this XDK. We start counting from the first deferred state (D3DRS_FOGENABLE)
DWORD CullModeIndex = 0;
for (int i = XTL::X_D3DRS_FOGENABLE; i < XTL::X_D3DRS_CULLMODE; i++) {
if (XTL::DxbxRenderStateInfo[i].V <= g_LibVersion_D3D8) {
if (DxbxRenderStateInfo[i].V <= g_LibVersion_D3D8) {
CullModeIndex++;
}
}
// If the offset was incorrect, calculate the correct offset, log it, and fix it
if ((DWORD)(&XTL::EmuD3DDeferredRenderState[CullModeIndex]) != CullModeOffset) {
if ((DWORD)(&EmuD3DDeferredRenderState[CullModeIndex]) != CullModeOffset) {
DWORD CorrectOffset = CullModeOffset - (CullModeIndex * sizeof(DWORD));
EmuLog(LOG_LEVEL::WARNING, "EmuD3DDeferredRenderState returned by XboxSymbolDatabase (0x%08X) was incorrect. Correcting to be 0x%08X.\nPlease file an issue with the XbSymbolDatabase project", XTL::EmuD3DDeferredRenderState, CorrectOffset);
XTL::EmuD3DDeferredRenderState = (DWORD*)CorrectOffset;
EmuLog(LOG_LEVEL::WARNING, "EmuD3DDeferredRenderState returned by XboxSymbolDatabase (0x%08X) was incorrect. Correcting to be 0x%08X.\nPlease file an issue with the XbSymbolDatabase project", EmuD3DDeferredRenderState, CorrectOffset);
EmuD3DDeferredRenderState = (DWORD*)CorrectOffset;
}
}
void UpdateDeferredRenderStates()
{
// Certain D3DRS values need to be checked on each Draw[Indexed]Vertices
if (XTL::EmuD3DDeferredRenderState != 0) {
if (EmuD3DDeferredRenderState != 0) {
// Loop through all deferred render states
for (unsigned int RenderState = XTL::X_D3DRS_FOGENABLE; RenderState <= XTL::X_D3DRS_PRESENTATIONINTERVAL; RenderState++) {
// If the current state is not present within our desired XDK, skip it
if (XTL::DxbxRenderStateInfo[RenderState].V >= g_LibVersion_D3D8) {
if (DxbxRenderStateInfo[RenderState].V >= g_LibVersion_D3D8) {
continue;
}
uint8_t index = RenderState - XTL::X_D3DRS_FOGENABLE;
DWORD Value = XTL::EmuD3DDeferredRenderState[index];
DWORD Value = EmuD3DDeferredRenderState[index];
// Convert from Xbox Data Formats to PC
switch (RenderState) {
@ -165,15 +166,15 @@ void UpdateDeferredRenderStates()
Value |= (OldValue & 0x01000000) ? D3DWRAPCOORD_3 : 0;
} break;
default:
EmuLog(LOG_LEVEL::WARNING, "Unimplemented Deferred Render State: %s", XTL::DxbxRenderStateInfo[RenderState].S);
EmuLog(LOG_LEVEL::WARNING, "Unimplemented Deferred Render State: %s", DxbxRenderStateInfo[RenderState].S);
continue;
}
if (XTL::DxbxRenderStateInfo[RenderState].PC == 0) {
if (DxbxRenderStateInfo[RenderState].PC == 0) {
continue;
}
g_pD3DDevice->SetRenderState(XTL::DxbxRenderStateInfo[RenderState].PC, Value);
g_pD3DDevice->SetRenderState(DxbxRenderStateInfo[RenderState].PC, Value);
}
}
}
@ -252,7 +253,7 @@ void UpdateDeferredTextureStates()
// The Xbox NV2A uses only Stage 3 for point-sprites, so we emulate this
// by mapping Stage 3 to Stage 0, and disabling all stages > 0
bool pointSpriteOverride = false;
if (XTL::EmuD3DDeferredRenderState[XTL::X_D3DRS_POINTSPRITEENABLE - XTL::X_D3DRS_FOGENABLE] == TRUE) {
if (EmuD3DDeferredRenderState[XTL::X_D3DRS_POINTSPRITEENABLE - XTL::X_D3DRS_FOGENABLE] == TRUE) {
pointSpriteOverride = true;
}
@ -262,7 +263,7 @@ void UpdateDeferredTextureStates()
for (int StateIndex = XTL::X_D3DTSS_DEFERRED_FIRST; StateIndex <= XTL::X_D3DTSS_DEFERRED_LAST; StateIndex++) {
// Read the value of the current stage/state from the Xbox data structure
DWORD Value = XTL::EmuD3DDeferredTextureState[(XboxStage * XTL::X_D3DTS_STAGESIZE) + StateIndex];
DWORD Value = EmuD3DDeferredTextureState[(XboxStage * XTL::X_D3DTS_STAGESIZE) + StateIndex];
// Convert the index of the current state to an index that we can use
// This handles the case when XDKs have different state values
@ -518,7 +519,7 @@ void UpdateDeferredTextureStates()
}
}
if (XTL::EmuD3DDeferredRenderState[XTL::X_D3DRS_POINTSPRITEENABLE - XTL::X_D3DRS_FOGENABLE] == TRUE) {
if (EmuD3DDeferredRenderState[XTL::X_D3DRS_POINTSPRITEENABLE - XTL::X_D3DRS_FOGENABLE] == TRUE) {
XTL::IDirect3DBaseTexture *pTexture;
// set the point sprites texture
@ -536,7 +537,7 @@ void UpdateDeferredTextureStates()
// ******************************************************************
// * patch: UpdateDeferredStates
// ******************************************************************
void XTL::EmuUpdateDeferredStates()
void EmuUpdateDeferredStates()
{
VerifyAndFixEmuDeferredRenderStateOffset();
UpdateDeferredRenderStates();

View File

@ -25,10 +25,10 @@
#ifndef XBSTATE_H
#define XBSTATE_H
#define X_D3DRS_UNSUPPORTED (X_D3DRS_LAST + 1)
#define CXBX_D3DRS_UNSUPPORTED (XTL::X_D3DRS_LAST + 1)
// XDK version independent renderstate table, containing pointers to the original locations.
extern DWORD *EmuMappedD3DRenderState[X_D3DRS_UNSUPPORTED]; // 1 extra for the unsupported value
extern DWORD *EmuMappedD3DRenderState[CXBX_D3DRS_UNSUPPORTED]; // 1 extra for the unsupported value
struct X_Stream {
DWORD Stride;

View File

@ -33,6 +33,10 @@
#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\XbState.h" // For CxbxUpdateNativeD3DResources, etc
#include "core\hle\D3D8\XbVertexBuffer.h"
#include "core\hle\D3D8\XbConvert.h"
#include <ctime>
#include <chrono>
@ -41,18 +45,18 @@
#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 +66,7 @@ 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 +90,12 @@ 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 +110,7 @@ XTL::CxbxPatchedStream::~CxbxPatchedStream()
}
}
XTL::CxbxVertexBufferConverter::CxbxVertexBufferConverter()
CxbxVertexBufferConverter::CxbxVertexBufferConverter()
{
m_uiNbrStreams = 0;
m_pVertexShaderInfo = nullptr;
@ -145,9 +149,9 @@ 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 +199,7 @@ 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 +226,7 @@ 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 +234,7 @@ void XTL::CxbxVertexBufferConverter::PrintStats()
printf("- Misses: %d\n", m_TotalCacheMisses);
}
void XTL::CxbxVertexBufferConverter::ConvertStream
void CxbxVertexBufferConverter::ConvertStream
(
CxbxDrawContext *pDrawContext,
UINT uiStream
@ -257,7 +261,7 @@ 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 +301,7 @@ 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 +444,7 @@ 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 +460,7 @@ 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 +480,7 @@ 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 +499,7 @@ 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 +523,7 @@ 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 +543,14 @@ 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 +560,7 @@ 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 +576,7 @@ 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 +593,7 @@ 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 +612,7 @@ 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 +636,7 @@ 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 +645,7 @@ 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 +679,7 @@ 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 +788,9 @@ 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 +816,7 @@ 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 +827,12 @@ 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)
@ -836,7 +840,7 @@ void XTL::CxbxVertexBufferConverter::Apply(CxbxDrawContext *pDrawContext)
}
}
VOID XTL::EmuFlushIVB()
VOID EmuFlushIVB()
{
CxbxUpdateNativeD3DResources();

View File

@ -29,9 +29,12 @@
//#include <ctime> // 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<CxbxPatchedStream> 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,

View File

@ -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 <sstream>
#include <unordered_map>
@ -46,7 +48,7 @@
#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 \
@ -1744,8 +1746,8 @@ class XboxVertexDeclarationConverter
{
protected:
// Internal variables
XTL::CxbxVertexShaderInfo* pVertexShaderInfoToSet;
XTL::CxbxVertexShaderStreamInfo* pCurrentVertexShaderStreamInfo = nullptr;
CxbxVertexShaderInfo* pVertexShaderInfoToSet;
CxbxVertexShaderStreamInfo* pCurrentVertexShaderStreamInfo = nullptr;
DWORD temporaryCount;
bool IsFixedFunction;
XTL::D3DVERTEXELEMENT* pRecompiled;
@ -2154,7 +2156,7 @@ 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++;
@ -2278,7 +2280,7 @@ private:
}
public:
XTL::D3DVERTEXELEMENT *Convert(DWORD* pXboxDeclaration, bool bIsFixedFunction, XTL::CxbxVertexShaderInfo* pCxbxVertexShaderInfo)
XTL::D3DVERTEXELEMENT *Convert(DWORD* pXboxDeclaration, bool bIsFixedFunction, CxbxVertexShaderInfo* pCxbxVertexShaderInfo)
{
using namespace XTL;
@ -2342,7 +2344,7 @@ public:
}
};
XTL::D3DVERTEXELEMENT *XTL::EmuRecompileVshDeclaration
XTL::D3DVERTEXELEMENT *EmuRecompileVshDeclaration
(
DWORD *pXboxDeclaration,
bool bIsFixedFunction,
@ -2362,16 +2364,18 @@ 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;
@ -2498,7 +2502,7 @@ extern HRESULT XTL::EmuRecompileVshFunction
return hRet;
}
extern void XTL::FreeVertexDynamicPatch(CxbxVertexShader *pVertexShader)
extern void FreeVertexDynamicPatch(CxbxVertexShader *pVertexShader)
{
pVertexShader->VertexShaderInfo.NumberOfVertexStreams = 0;
}
@ -2509,7 +2513,7 @@ 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)
{
@ -2531,16 +2535,16 @@ 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++)
{
@ -2552,9 +2556,9 @@ XTL::CxbxVertexShaderInfo *GetCxbxVertexShaderInfo(DWORD XboxVertexShaderHandle)
return NULL;
}
std::unordered_map<DWORD, XTL::CxbxVertexShader*> g_CxbxVertexShaders;
std::unordered_map<DWORD, CxbxVertexShader*> g_CxbxVertexShaders;
XTL::CxbxVertexShader* XTL::GetCxbxVertexShader(DWORD XboxVertexShaderHandle)
CxbxVertexShader* GetCxbxVertexShader(DWORD XboxVertexShaderHandle)
{
if (VshHandleIsVertexShader(XboxVertexShaderHandle)) {
auto it = g_CxbxVertexShaders.find(XboxVertexShaderHandle);
@ -2566,7 +2570,7 @@ 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) {

View File

@ -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);

View File

@ -34,10 +34,12 @@
#include <cmath>
#include <iomanip> // For std::setfill and std::setw
#include "core\kernel\init\CxbxKrnl.h"
#include "core\kernel\support\Emu.h"
#include "core\kernel\support\EmuFS.h"
#include "core\kernel\support\EmuXTL.h"
#include "core\hle\D3D8\XbState.h" // For EmuD3DDeferredTextureState
#include "EmuShared.h"
#include "common\CxbxDebugger.h"
#include "Logging.h"
@ -46,6 +48,7 @@
#include "Intercept.hpp"
#include "Patches.hpp"
#include "common\util\hasher.h"
#include <Shlwapi.h>
#include <shlobj.h>
#include <unordered_map>
@ -292,11 +295,11 @@ void CDECL EmuRegisterSymbol(const char* library_str,
void EmuD3D_Init_DeferredStates()
{
if (g_SymbolAddresses.find("D3DDeferredRenderState") != g_SymbolAddresses.end()) {
XTL::EmuD3DDeferredRenderState = (DWORD*)g_SymbolAddresses["D3DDeferredRenderState"];
EmuD3DDeferredRenderState = (DWORD*)g_SymbolAddresses["D3DDeferredRenderState"];
}
if (g_SymbolAddresses.find("D3DDeferredTextureState") != g_SymbolAddresses.end()) {
XTL::EmuD3DDeferredTextureState = (DWORD*)g_SymbolAddresses["D3DDeferredTextureState"];
EmuD3DDeferredTextureState = (DWORD*)g_SymbolAddresses["D3DDeferredTextureState"];
}
}

View File

@ -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;

View File

@ -32,12 +32,6 @@ 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"
#include "core\hle\XONLINE\XOnline.h"
#include "core\hle\XGRAPHIC\XGraphic.h"

View File

@ -41,6 +41,7 @@
#include "common\xbe\XbePrinter.h" // For DumpInformation
#include "EmuShared.h"
#include "core\kernel\support\EmuXTL.h"
#include "core\hle\D3D8\XbConvert.h" // For EmuPC2XB_D3DFormat
#include "common\Settings.hpp"
#include "core\kernel\init\CxbxKrnl.h" // For CxbxConvertArgToString and CxbxExec
@ -1513,7 +1514,7 @@ void WndMain::LoadGameLogo()
(XTL::UINT)pDDSHeader->dwWidth,
(XTL::UINT)pDDSHeader->dwHeight,
1,
XTL::EmuPC2XB_D3DFormat(Format),
EmuPC2XB_D3DFormat(Format),
2,
(XTL::UINT)pDDSHeader->dwPitchOrLinearSize);
break;