Change CXBXFORMAT into EMUFORMAT

This commit is contained in:
PatrickvL 2024-06-20 17:47:43 +02:00
parent 1fec9fa344
commit ca1b56454e
6 changed files with 205 additions and 205 deletions

View File

@ -212,7 +212,7 @@ static HRESULT CxbxSetRenderTarget(IDirect3DSurface* pHostRenderTarget)
HRESULT hRet;
#ifdef CXBX_USE_D3D11
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc{};
renderTargetViewDesc.Format = (DXGI_FORMAT)0;// TODO : textureDesc (CXBXFORMAT)FormatInfo.pc
renderTargetViewDesc.Format = (DXGI_FORMAT)0;// TODO : textureDesc (EMUFORMAT)FormatInfo.pc
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
@ -2080,25 +2080,25 @@ void UpdateDepthStencilFlags(IDirect3DSurface *pDepthStencilSurface)
pDepthStencilSurface->GetDesc(&Desc);
switch (Desc.Format) {
case CXBXFMT_D16:
case EMUFMT_D16:
g_bHasDepth = true;
break;
case CXBXFMT_D15S1:
case EMUFMT_D15S1:
g_bHasDepth = true;
g_bHasStencil = true;
break;
case CXBXFMT_D24X8:
case EMUFMT_D24X8:
g_bHasDepth = true;
break;
case CXBXFMT_D24S8:
case EMUFMT_D24S8:
g_bHasDepth = true;
g_bHasStencil = true;
break;
case CXBXFMT_D24X4S4:
case EMUFMT_D24X4S4:
g_bHasDepth = true;
g_bHasStencil = true;
break;
case CXBXFMT_D32:
case EMUFMT_D32:
g_bHasDepth = true;
break;
}
@ -2175,8 +2175,8 @@ static void DetermineSupportedD3DFormats
// Only process Xbox formats that are directly mappable to host
if (!EmuXBFormatRequiresConversionToARGB((xbox::X_D3DFORMAT)X_Format)) {
// Convert the Xbox format into host format (without warning, thanks to the above restriction)
const CXBXFORMAT PCFormat = EmuXB2PC_D3DFormat((xbox::X_D3DFORMAT)X_Format);
if (PCFormat != CXBXFMT_UNKNOWN) {
const EMUFORMAT PCFormat = EmuXB2PC_D3DFormat((xbox::X_D3DFORMAT)X_Format);
if (PCFormat != EMUFMT_UNKNOWN) {
// Index with Xbox D3DFormat, because host FourCC codes are too big to be used as indices
#ifdef CBXB_USE_D3D11
UINT FormatSupport = 0;
@ -2752,7 +2752,7 @@ IDirect3DIndexBuffer* CxbxCreateIndexBuffer(unsigned IndexCount)
HRESULT hRet = g_pD3DDevice->CreateIndexBuffer(
uiIndexBufferSize, // Size of the index buffer, in bytes.
D3DUsage,
/*Format=*/CXBXFMT_INDEX16,
/*Format=*/EMUFMT_INDEX16,
D3DPool,
&Result,
nullptr // pSharedHandle
@ -2833,10 +2833,10 @@ ConvertedIndexBuffer& CxbxUpdateActiveIndexBuffer
if (bConvertQuadListToTriangleList) {
// Note, that LowIndex and HighIndex won't change due to any quad-to-triangle conversion,
// so it's less work to WalkIndexBuffer over the input instead of the converted index buffer.
EmuLog(LOG_LEVEL::DEBUG, "CxbxUpdateActiveIndexBuffer: Converting quads to %d triangle indices (CXBXFMT_INDEX16)", RequiredIndexCount);
EmuLog(LOG_LEVEL::DEBUG, "CxbxUpdateActiveIndexBuffer: Converting quads to %d triangle indices (EMUFMT_INDEX16)", RequiredIndexCount);
CxbxConvertQuadListToTriangleListIndices(pXboxIndexData, RequiredIndexCount, pHostIndexBufferData);
} else {
EmuLog(LOG_LEVEL::DEBUG, "CxbxUpdateActiveIndexBuffer: Copying %d indices (CXBXFMT_INDEX16)", XboxIndexCount);
EmuLog(LOG_LEVEL::DEBUG, "CxbxUpdateActiveIndexBuffer: Copying %d indices (EMUFMT_INDEX16)", XboxIndexCount);
memcpy(pHostIndexBufferData, pXboxIndexData, XboxIndexCount * sizeof(INDEX16));
}
@ -4108,7 +4108,7 @@ xbox::X_D3DSurface* CxbxrImpl_GetBackBuffer2
if(pCachedPrimarySurface == nullptr) {
// create a buffer to return
// TODO: Verify the surface is always 640x480
hRet = g_pD3DDevice->CreateOffscreenPlainSurface(640, 480, CXBXFMT_A8R8G8B8, /*D3DPool=* /0, &pCachedPrimarySurface, nullptr);
hRet = g_pD3DDevice->CreateOffscreenPlainSurface(640, 480, EMUFMT_A8R8G8B8, /*D3DPool=* /0, &pCachedPrimarySurface, nullptr);
DEBUG_D3DRESULT(hRet, "g_pD3DDevice->CreateOffscreenPlainSurface");
}
@ -5463,22 +5463,22 @@ xbox::dword_xt WINAPI xbox::EMUPATCH(D3DDevice_Swap)
// Interpret the Xbox overlay data (depending the color space conversion render state)
// as either YUV or RGB format (note that either one must be a 3 bytes per pixel format)
CXBXFORMAT PCFormat;
EMUFORMAT PCFormat;
// TODO : Before reading from pgraph, flush all pending push-buffer commands
switch (GET_MASK(HLE_read_NV2A_pgraph_register(NV_PGRAPH_CONTROL_0), NV_PGRAPH_CONTROL_0_CSCONVERT)) {
case 0: // = pass-through
PCFormat = CXBXFMT_YUY2;
PCFormat = EMUFMT_YUY2;
break;
case 1: // = CRYCB_TO_RGB
PCFormat = CXBXFMT_YUY2; // Test-case : Turok (intro movie)
PCFormat = EMUFMT_YUY2; // Test-case : Turok (intro movie)
break;
case 2: // = SCRYSCB_TO_RGB
LOG_TEST_CASE("SCRYSCB_TO_RGB");
PCFormat = CXBXFMT_YUY2;
PCFormat = EMUFMT_YUY2;
break;
default:
LOG_TEST_CASE("Unrecognized NV_PGRAPH_CONTROL_0_CSCONVERT");
PCFormat = CXBXFMT_YUY2;
PCFormat = EMUFMT_YUY2;
break;
}
@ -5559,7 +5559,7 @@ xbox::dword_xt WINAPI xbox::EMUPATCH(D3DDevice_Swap)
HRESULT hRet = g_pD3DDevice->CreateOffscreenPlainSurface(
OverlayWidth,
OverlayHeight,
CXBXFMT_A8R8G8B8,
EMUFMT_A8R8G8B8,
D3DPOOL_DEFAULT,
&pTemporaryOverlaySurface,
nullptr
@ -5902,12 +5902,12 @@ void CreateHostResource(xbox::X_D3DResource *pResource, DWORD D3DUsage, int iTex
}
// Determine the format we'll be using on host D3D
CXBXFORMAT PCFormat;
EMUFORMAT PCFormat;
bool bConvertToARGB = false;
if (EmuXBFormatRequiresConversionToARGB(X_Format)) {
bConvertToARGB = true;
PCFormat = CXBXFMT_A8R8G8B8;
PCFormat = EMUFMT_A8R8G8B8;
// Unset D3DUSAGE_DEPTHSTENCIL: It's not possible for ARGB textures to be depth stencils
// Fixes CreateTexture error in Virtua Cop 3 (Chihiro)
@ -5922,12 +5922,12 @@ void CreateHostResource(xbox::X_D3DResource *pResource, DWORD D3DUsage, int iTex
else {
if (D3DUsage & D3DUSAGE_DEPTHSTENCIL) {
// If it was a depth stencil, fall back to a known supported depth format
EmuLog(LOG_LEVEL::WARNING, "Xbox %s Format %x will be converted to CXBXFMT_D24S8", ResourceTypeName, X_Format);
PCFormat = CXBXFMT_D24S8;
EmuLog(LOG_LEVEL::WARNING, "Xbox %s Format %x will be converted to EMUFMT_D24S8", ResourceTypeName, X_Format);
PCFormat = EMUFMT_D24S8;
} else if (EmuXBFormatCanBeConvertedToARGB(X_Format)) {
EmuLog(LOG_LEVEL::WARNING, "Xbox %s Format %x will be converted to ARGB", ResourceTypeName, X_Format);
bConvertToARGB = true;
PCFormat = CXBXFMT_A8R8G8B8;
PCFormat = EMUFMT_A8R8G8B8;
} else {
// Otherwise, use a best matching format
/*CxbxrAbort*/EmuLog(LOG_LEVEL::WARNING, "Encountered a completely incompatible %s format!", ResourceTypeName);
@ -6133,22 +6133,22 @@ void CreateHostResource(xbox::X_D3DResource *pResource, DWORD D3DUsage, int iTex
#endif
// If the above failed, we might be able to use an ARGB texture instead
if ((hRet != D3D_OK) && (PCFormat != CXBXFMT_A8R8G8B8) && EmuXBFormatCanBeConvertedToARGB(X_Format)) {
if ((hRet != D3D_OK) && (PCFormat != EMUFMT_A8R8G8B8) && EmuXBFormatCanBeConvertedToARGB(X_Format)) {
#ifdef CXBX_USE_D3D11
desc.Format = CXBXFMT_A8R8G8B8;
desc.Format = EMUFMT_A8R8G8B8;
hRet = g_pD3DDevice->CreateTexture2D(&desc, NULL, pNewHostResource.GetAddressOf()); // TODO : pNewHostResource.Get() ?
DEBUG_D3DRESULT(hRet, "g_pD3DDevice->CreateTexture2D");
#else
hRet = g_pD3DDevice->CreateTexture(hostWidth, hostHeight, dwMipMapLevels,
D3DUsage, CXBXFMT_A8R8G8B8, D3DPool, pNewHostTexture.GetAddressOf(),
D3DUsage, EMUFMT_A8R8G8B8, D3DPool, pNewHostTexture.GetAddressOf(),
nullptr
);
DEBUG_D3DRESULT(hRet, "g_pD3DDevice->CreateTexture(CXBXFMT_A8R8G8B8)");
DEBUG_D3DRESULT(hRet, "g_pD3DDevice->CreateTexture(EMUFMT_A8R8G8B8)");
#endif
if (hRet == D3D_OK) {
// Okay, now this works, make sure the texture gets converted
bConvertToARGB = true;
PCFormat = _9_11(CXBXFMT_A8R8G8B8, desc.Format);
PCFormat = _9_11(EMUFMT_A8R8G8B8, desc.Format);
}
}
@ -6383,7 +6383,7 @@ void CreateHostResource(xbox::X_D3DResource *pResource, DWORD D3DUsage, int iTex
// Copy texture data to the host resource
if (bConvertToARGB) {
EmuLog(LOG_LEVEL::DEBUG, "Unsupported texture format, expanding to CXBXFMT_A8R8G8B8");
EmuLog(LOG_LEVEL::DEBUG, "Unsupported texture format, expanding to EMUFMT_A8R8G8B8");
// In case where there is a palettized texture without a palette attached,
// fill it with zeroes for now. This might not be correct, but it prevents a crash.
@ -7487,7 +7487,7 @@ void CxbxDrawIndexedClosingLineUP(INDEX16 LowIndex, INDEX16 HighIndex, void *pHo
/*NumVertices=*/(HighIndex - LowIndex) + 1,
/*PrimitiveCount=*/1,
/*pIndexData=*/CxbxClosingLineIndices,
/*IndexDataFormat=*/CXBXFMT_INDEX16,
/*IndexDataFormat=*/EMUFMT_INDEX16,
pHostVertexStreamZeroData,
uiHostVertexStreamZeroStride
);
@ -7612,7 +7612,7 @@ void CxbxDrawPrimitiveUP(CxbxDrawContext &DrawContext)
/*NumVertices=*/DrawContext.dwVertexCount,
PrimitiveCount,
pIndexData,
/*IndexDataFormat=*/CXBXFMT_INDEX16,
/*IndexDataFormat=*/EMUFMT_INDEX16,
DrawContext.pHostVertexStreamZeroData,
DrawContext.uiHostVertexStreamZeroStride
);
@ -8529,7 +8529,7 @@ xbox::void_xt WINAPI xbox::EMUPATCH(D3DDevice_DrawIndexedVerticesUP)
/*NumVertexIndices=*/(DrawContext.HighIndex - DrawContext.LowIndex) + 1,
PrimitiveCount,
pHostIndexData,
/*IndexDataFormat=*/CXBXFMT_INDEX16,
/*IndexDataFormat=*/EMUFMT_INDEX16,
DrawContext.pHostVertexStreamZeroData,
DrawContext.uiHostVertexStreamZeroStride
);

View File

@ -1,91 +1,91 @@
// convert from pc to xbox color formats
//extern
xbox::X_D3DFORMAT EmuPC2XB_D3DFormat(CXBXFORMAT Format, bool bPreferLinear = true);
xbox::X_D3DFORMAT EmuPC2XB_D3DFormat(EMUFORMAT Format, bool bPreferLinear = true);
{
xbox::X_D3DFORMAT result;
switch(Format)
{
case CXBXFMT_YUY2:
case EMUFMT_YUY2:
result = xbox::X_D3DFMT_YUY2;
break;
#ifndef CXBX_USE_D3D11 // Mapped to DXGI_FORMAT_NOT_AVAILABLE
case CXBXFMT_UYVY:
case EMUFMT_UYVY:
result = xbox::X_D3DFMT_UYVY;
break;
#endif
case CXBXFMT_R5G6B5:
case EMUFMT_R5G6B5:
result = bPreferLinear ? xbox::X_D3DFMT_LIN_R5G6B5 : xbox::X_D3DFMT_R5G6B5;
break;
case CXBXFMT_D24S8:
case EMUFMT_D24S8:
result = bPreferLinear ? xbox::X_D3DFMT_LIN_D24S8 : xbox::X_D3DFMT_D24S8;
break;
case CXBXFMT_DXT5:
case EMUFMT_DXT5:
result = xbox::X_D3DFMT_DXT5; // Compressed
break;
#ifndef CXBX_USE_D3D11 // Mapped to DXGI_FORMAT_NOT_AVAILABLE
case CXBXFMT_DXT4:
case EMUFMT_DXT4:
result = xbox::X_D3DFMT_DXT4; // Compressed // Same as xbox::X_D3DFMT_DXT5
break;
#endif
case CXBXFMT_DXT3:
case EMUFMT_DXT3:
result = xbox::X_D3DFMT_DXT3; // Compressed
break;
#ifndef CXBX_USE_D3D11 // Mapped to DXGI_FORMAT_NOT_AVAILABLE
case CXBXFMT_DXT2:
case EMUFMT_DXT2:
result = xbox::X_D3DFMT_DXT2; // Compressed // Same as xbox::X_D3DFMT_DXT3
break;
#endif
case CXBXFMT_DXT1:
case EMUFMT_DXT1:
result = xbox::X_D3DFMT_DXT1; // Compressed
break;
case CXBXFMT_A1R5G5B5:
case EMUFMT_A1R5G5B5:
result = bPreferLinear ? xbox::X_D3DFMT_LIN_A1R5G5B5 : xbox::X_D3DFMT_A1R5G5B5;
break;
case CXBXFMT_X8R8G8B8:
case EMUFMT_X8R8G8B8:
result = bPreferLinear ? xbox::X_D3DFMT_LIN_X8R8G8B8 : xbox::X_D3DFMT_X8R8G8B8;
break;
case CXBXFMT_A8R8G8B8:
case EMUFMT_A8R8G8B8:
result = bPreferLinear ? xbox::X_D3DFMT_LIN_A8R8G8B8 : xbox::X_D3DFMT_A8R8G8B8;
break;
case CXBXFMT_A4R4G4B4:
case EMUFMT_A4R4G4B4:
result = bPreferLinear ? xbox::X_D3DFMT_LIN_A4R4G4B4 : xbox::X_D3DFMT_A4R4G4B4;
break;
#ifndef CXBX_USE_D3D11 // Note : CXBXFMT_A1R5G5B5 maps to same DXGI_FORMAT_B5G5R5A1_UNORM
case CXBXFMT_X1R5G5B5:
#ifndef CXBX_USE_D3D11 // Note : EMUFMT_A1R5G5B5 maps to same DXGI_FORMAT_B5G5R5A1_UNORM
case EMUFMT_X1R5G5B5:
result = bPreferLinear ? xbox::X_D3DFMT_LIN_X1R5G5B5 : xbox::X_D3DFMT_X1R5G5B5;
break;
#endif
case CXBXFMT_A8:
case EMUFMT_A8:
result = bPreferLinear ? xbox::X_D3DFMT_LIN_A8 : xbox::X_D3DFMT_A8;
break;
case CXBXFMT_L8:
case EMUFMT_L8:
result = bPreferLinear ? xbox::X_D3DFMT_LIN_L8 : xbox::X_D3DFMT_L8;
break;
case CXBXFMT_D16:
case EMUFMT_D16:
result = bPreferLinear ? xbox::X_D3DFMT_LIN_D16 : xbox::X_D3DFMT_D16;
break;
#ifndef CXBX_USE_D3D11 // Mapped to DXGI_FORMAT_NOT_AVAILABLE
case CXBXFMT_D16_LOCKABLE:
case EMUFMT_D16_LOCKABLE:
result = xbox::X_D3DFMT_D16_LOCKABLE;
break;
#endif
case CXBXFMT_UNKNOWN:
case EMUFMT_UNKNOWN:
result = ((xbox::X_D3DFORMAT)0xffffffff); // TODO : return xbox::X_D3DFMT_UNKNOWN ?
break;
// Dxbx additions :
#ifndef CXBX_USE_D3D11 // Mapped to DXGI_FORMAT_NOT_AVAILABLE
case CXBXFMT_L6V5U5:
case EMUFMT_L6V5U5:
result = bPreferLinear ? xbox::X_D3DFMT_LIN_L6V5U5 : xbox::X_D3DFMT_L6V5U5;
break;
#endif
case CXBXFMT_V8U8:
case EMUFMT_V8U8:
result = bPreferLinear ? xbox::X_D3DFMT_LIN_V8U8 : xbox::X_D3DFMT_V8U8;
break;
case CXBXFMT_V16U16:
case EMUFMT_V16U16:
result = bPreferLinear ? xbox::X_D3DFMT_LIN_V16U16 : xbox::X_D3DFMT_V16U16;
break;
#ifndef CXBX_USE_D3D11 // Mapped to DXGI_FORMAT_NOT_AVAILABLE
case CXBXFMT_VERTEXDATA:
case EMUFMT_VERTEXDATA:
result = xbox::X_D3DFMT_VERTEXDATA;
break;
#endif
@ -343,15 +343,15 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_CreateImageSurface)
*ppSurface = EmuNewD3DSurface();
XTL::IDirect3DSurface8 *pNewHostSurface = nullptr;
CXBXFORMAT PCFormat = EmuXB2PC_D3DFormat(Format);
EMUFORMAT PCFormat = EmuXB2PC_D3DFormat(Format);
HRESULT hRet = g_pD3DDevice8->CreateImageSurface(Width, Height, PCFormat, &pNewHostSurface);
DEBUG_D3DRESULT(hRet, "g_pD3DDevice8->CreateImageSurface");
if(FAILED(hRet))
if(Format == X_D3DFMT_LIN_D24S8)
{
EmuWarning("CreateImageSurface: CXBXFMT_LIN_D24S8 -> CXBXFMT_A8R8G8B8");
hRet = g_pD3DDevice8->CreateImageSurface(Width, Height, CXBXFMT_A8R8G8B8, &pNewHostSurface);
EmuWarning("CreateImageSurface: EMUFMT_LIN_D24S8 -> EMUFMT_A8R8G8B8");
hRet = g_pD3DDevice8->CreateImageSurface(Width, Height, EMUFMT_A8R8G8B8, &pNewHostSurface);
DEBUG_D3DRESULT(hRet, "g_pD3DDevice8->CreateImageSurface(ARGB)");
}
@ -522,33 +522,33 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_CreateTexture)
else
{
// Convert Format (Xbox->PC)
CXBXFORMAT PCFormat = EmuXB2PC_D3DFormat(Format);
EMUFORMAT PCFormat = EmuXB2PC_D3DFormat(Format);
// TODO: HACK: Devices that don't support this should somehow emulate it!
//* This is OK on my GeForce FX 5600
if(PCFormat == CXBXFMT_D16)
if(PCFormat == EMUFMT_D16)
{
EmuWarning("CXBXFMT_D16 is an unsupported texture format!");
PCFormat = CXBXFMT_R5G6B5;
EmuWarning("EMUFMT_D16 is an unsupported texture format!");
PCFormat = EMUFMT_R5G6B5;
}
//*
else if(PCFormat == CXBXFMT_P8 && !g_bSupportsTextureFormat[X_D3DFMT_P8])
else if(PCFormat == EMUFMT_P8 && !g_bSupportsTextureFormat[X_D3DFMT_P8])
{
EmuWarning("CXBXFMT_P8 is an unsupported texture format!");
PCFormat = CXBXFMT_L8;
EmuWarning("EMUFMT_P8 is an unsupported texture format!");
PCFormat = EMUFMT_L8;
}
//*/
//* This is OK on my GeForce FX 5600
else if(PCFormat == CXBXFMT_D24S8)
else if(PCFormat == EMUFMT_D24S8)
{
EmuWarning("CXBXFMT_D24S8 is an unsupported texture format!");
PCFormat = CXBXFMT_X8R8G8B8; // TODO : Use CXBXFMT_A8R8G8B8?
EmuWarning("EMUFMT_D24S8 is an unsupported texture format!");
PCFormat = EMUFMT_X8R8G8B8; // TODO : Use EMUFMT_A8R8G8B8?
}//*/
// TODO: HACK: This texture format fails on some newer hardware
else if(PCFormat == CXBXFMT_X1R5G5B5)
else if(PCFormat == EMUFMT_X1R5G5B5)
{
EmuWarning("CXBXFMT_X1R5G5B5 -> CXBXFMT_R5G6B5");
PCFormat = CXBXFMT_R5G6B5;
EmuWarning("EMUFMT_X1R5G5B5 -> EMUFMT_R5G6B5");
PCFormat = EMUFMT_R5G6B5;
}
DWORD PCUsage = Usage & (D3DUSAGE_RENDERTARGET);
@ -675,23 +675,23 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_CreateVolumeTexture)
else
{
// Convert Format (Xbox->PC)
CXBXFORMAT PCFormat = EmuXB2PC_D3DFormat(Format);
EMUFORMAT PCFormat = EmuXB2PC_D3DFormat(Format);
// TODO: HACK: Devices that don't support this should somehow emulate it!
if (PCFormat == CXBXFMT_D16)
if (PCFormat == EMUFMT_D16)
{
EmuWarning("CXBXFMT_D16 is an unsupported texture format!");
PCFormat = CXBXFMT_X8R8G8B8; // TODO : Use CXBXFMT_R5G6B5 ?
EmuWarning("EMUFMT_D16 is an unsupported texture format!");
PCFormat = EMUFMT_X8R8G8B8; // TODO : Use EMUFMT_R5G6B5 ?
}
else if (PCFormat == CXBXFMT_P8 && !g_bSupportsTextureFormat[X_D3DFMT_P8])
else if (PCFormat == EMUFMT_P8 && !g_bSupportsTextureFormat[X_D3DFMT_P8])
{
EmuWarning("CXBXFMT_P8 is an unsupported texture format!");
PCFormat = CXBXFMT_L8;
EmuWarning("EMUFMT_P8 is an unsupported texture format!");
PCFormat = EMUFMT_L8;
}
else if (PCFormat == CXBXFMT_D24S8)
else if (PCFormat == EMUFMT_D24S8)
{
EmuWarning("CXBXFMT_D24S8 is an unsupported texture format!");
PCFormat = CXBXFMT_X8R8G8B8; // TODO : Use CXBXFMT_A8R8G8B8?
EmuWarning("EMUFMT_D24S8 is an unsupported texture format!");
PCFormat = EMUFMT_X8R8G8B8; // TODO : Use EMUFMT_A8R8G8B8?
}
EmuAdjustPower2(&Width, &Height);
@ -746,23 +746,23 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_CreateCubeTexture)
}
// Convert Format (Xbox->PC)
CXBXFORMAT PCFormat = EmuXB2PC_D3DFormat(Format);
EMUFORMAT PCFormat = EmuXB2PC_D3DFormat(Format);
// TODO: HACK: Devices that don't support this should somehow emulate it!
if(PCFormat == CXBXFMT_D16)
if(PCFormat == EMUFMT_D16)
{
EmuWarning("CXBXFMT_D16 is an unsupported texture format!");
PCFormat = CXBXFMT_X8R8G8B8; // TODO : Use CXBXFMT_R5G6B5?
EmuWarning("EMUFMT_D16 is an unsupported texture format!");
PCFormat = EMUFMT_X8R8G8B8; // TODO : Use EMUFMT_R5G6B5?
}
else if(PCFormat == CXBXFMT_P8 && !g_bSupportsTextureFormat[X_D3DFMT_P8])
else if(PCFormat == EMUFMT_P8 && !g_bSupportsTextureFormat[X_D3DFMT_P8])
{
EmuWarning("CXBXFMT_P8 is an unsupported texture format!");
PCFormat = CXBXFMT_L8;
EmuWarning("EMUFMT_P8 is an unsupported texture format!");
PCFormat = EMUFMT_L8;
}
else if(PCFormat == CXBXFMT_D24S8)
else if(PCFormat == EMUFMT_D24S8)
{
EmuWarning("CXBXFMT_D24S8 is an unsupported texture format!");
PCFormat = CXBXFMT_X8R8G8B8; // TODO : Use CXBXFMT_A8R8G8B8?
EmuWarning("EMUFMT_D24S8 is an unsupported texture format!");
PCFormat = EMUFMT_X8R8G8B8; // TODO : Use EMUFMT_A8R8G8B8?
}
*ppCubeTexture = EmuNewD3DCubeTexture();
@ -817,7 +817,7 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_CreateIndexBuffer)
HRESULT hRet = g_pD3DDevice8->CreateIndexBuffer
(
Length/*InBytes*/, /*Usage=*/0, CXBXFMT_INDEX16, D3DPOOL_MANAGED, &pNewHostIndexBuffer
Length/*InBytes*/, /*Usage=*/0, EMUFMT_INDEX16, D3DPOOL_MANAGED, &pNewHostIndexBuffer
);
DEBUG_D3DRESULT(hRet, "g_pD3DDevice8->CreateIndexBuffer");
if(SUCCEEDED(hRet))
@ -1806,7 +1806,7 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_GetPersistedSurface)(X_D3DSurface **ppSurfac
*ppSurface = EmuNewD3DSurface();
IDirect3DSurface8 *pNewHostSurface = nullptr;
HRESULT hr = g_pD3DDevice8->CreateImageSurface( 640, 480, CXBXFMT_X8R8G8B8, &pNewHostSurface);
HRESULT hr = g_pD3DDevice8->CreateImageSurface( 640, 480, EMUFMT_X8R8G8B8, &pNewHostSurface);
DEBUG_D3DRESULT(hr, "g_pD3DDevice8->CreateImageSurface - Could not create temporary surface!");
if( SUCCEEDED( hr ) )
@ -1960,23 +1960,23 @@ HRESULT WINAPI XTL::EMUPATCH(Direct3D_CheckDeviceMultiSampleType)
EmuWarning("DeviceType == D3DDEVTYPE_FORCE_DWORD");
// Convert SurfaceFormat (Xbox->PC)
CXBXFORMAT PCSurfaceFormat = EmuXB2PC_D3DFormat(SurfaceFormat);
EMUFORMAT PCSurfaceFormat = EmuXB2PC_D3DFormat(SurfaceFormat);
// TODO: HACK: Devices that don't support this should somehow emulate it!
if(PCSurfaceFormat == CXBXFMT_D16)
if(PCSurfaceFormat == EMUFMT_D16)
{
EmuWarning("CXBXFMT_D16 is an unsupported texture format!");
PCSurfaceFormat = CXBXFMT_X8R8G8B8;
EmuWarning("EMUFMT_D16 is an unsupported texture format!");
PCSurfaceFormat = EMUFMT_X8R8G8B8;
}
else if(PCSurfaceFormat == CXBXFMT_P8 && !g_bSupportsTextureFormat[X_D3DFMT_P8])
else if(PCSurfaceFormat == EMUFMT_P8 && !g_bSupportsTextureFormat[X_D3DFMT_P8])
{
EmuWarning("CXBXFMT_P8 is an unsupported texture format!");
PCSurfaceFormat = CXBXFMT_X8R8G8B8;
EmuWarning("EMUFMT_P8 is an unsupported texture format!");
PCSurfaceFormat = EMUFMT_X8R8G8B8;
}
else if(PCSurfaceFormat == CXBXFMT_D24S8)
else if(PCSurfaceFormat == EMUFMT_D24S8)
{
EmuWarning("CXBXFMT_D24S8 is an unsupported texture format!");
PCSurfaceFormat = CXBXFMT_X8R8G8B8;
EmuWarning("EMUFMT_D24S8 is an unsupported texture format!");
PCSurfaceFormat = EMUFMT_X8R8G8B8;
}
if(Windowed != FALSE)

View File

@ -859,7 +859,7 @@ typedef struct _FormatInfo {
uint8_t bits_per_pixel;
_FormatStorage stored;
_ComponentEncoding components;
CXBXFORMAT pc;
EMUFORMAT pc;
_FormatUsage usage;
const char *warning;
} FormatInfo;
@ -875,76 +875,76 @@ static const FormatInfo FormatInfos[] = {
// in the warning field, so EmuXBFormatRequiresConversionToARGB can return a conversion
// to ARGB is needed (which is implemented in EMUPATCH(D3DResource_Register).
/* 0x00 X_D3DFMT_L8 */ { 8, Swzzld, ______L8, CXBXFMT_L8 },
/* 0x01 X_D3DFMT_AL8 */ { 8, Swzzld, _____AL8, CXBXFMT_L8 , Texture, "X_D3DFMT_AL8 -> CXBXFMT_L8" },
/* 0x02 X_D3DFMT_A1R5G5B5 */ { 16, Swzzld, A1R5G5B5, CXBXFMT_A1R5G5B5 },
/* 0x03 X_D3DFMT_X1R5G5B5 */ { 16, Swzzld, X1R5G5B5, CXBXFMT_X1R5G5B5 , RenderTarget }, // D3D11 TODO : Default A in shader
/* 0x04 X_D3DFMT_A4R4G4B4 */ { 16, Swzzld, A4R4G4B4, CXBXFMT_A4R4G4B4 },
/* 0x05 X_D3DFMT_R5G6B5 */ { 16, Swzzld, __R5G6B5, CXBXFMT_R5G6B5 , RenderTarget },
/* 0x06 X_D3DFMT_A8R8G8B8 */ { 32, Swzzld, A8R8G8B8, CXBXFMT_A8R8G8B8 , RenderTarget },
/* 0x07 X_D3DFMT_X8R8G8B8 */ { 32, Swzzld, X8R8G8B8, CXBXFMT_X8R8G8B8 , RenderTarget }, // Alias : X_D3DFMT_X8L8V8U8
/* 0x00 X_D3DFMT_L8 */ { 8, Swzzld, ______L8, EMUFMT_L8 },
/* 0x01 X_D3DFMT_AL8 */ { 8, Swzzld, _____AL8, EMUFMT_L8 , Texture, "X_D3DFMT_AL8 -> EMUFMT_L8" },
/* 0x02 X_D3DFMT_A1R5G5B5 */ { 16, Swzzld, A1R5G5B5, EMUFMT_A1R5G5B5 },
/* 0x03 X_D3DFMT_X1R5G5B5 */ { 16, Swzzld, X1R5G5B5, EMUFMT_X1R5G5B5 , RenderTarget }, // D3D11 TODO : Default A in shader
/* 0x04 X_D3DFMT_A4R4G4B4 */ { 16, Swzzld, A4R4G4B4, EMUFMT_A4R4G4B4 },
/* 0x05 X_D3DFMT_R5G6B5 */ { 16, Swzzld, __R5G6B5, EMUFMT_R5G6B5 , RenderTarget },
/* 0x06 X_D3DFMT_A8R8G8B8 */ { 32, Swzzld, A8R8G8B8, EMUFMT_A8R8G8B8 , RenderTarget },
/* 0x07 X_D3DFMT_X8R8G8B8 */ { 32, Swzzld, X8R8G8B8, EMUFMT_X8R8G8B8 , RenderTarget }, // Alias : X_D3DFMT_X8L8V8U8
/* 0x08 undefined */ {},
/* 0x09 undefined */ {},
/* 0x0A undefined */ {},
/* 0x0B X_D3DFMT_P8 */ { 8, Swzzld, ______P8, CXBXFMT_P8 , Texture, "X_D3DFMT_P8 -> CXBXFMT_L8" }, // 8-bit palletized
/* 0x0C X_D3DFMT_DXT1 */ { 4, Cmprsd, ____DXT1, CXBXFMT_DXT1 }, // opaque/one-bit alpha // NOTE : DXT1 is half byte per pixel, so divide Size and Pitch calculations by two!
/* 0x0B X_D3DFMT_P8 */ { 8, Swzzld, ______P8, EMUFMT_P8 , Texture, "X_D3DFMT_P8 -> EMUFMT_L8" }, // 8-bit palletized
/* 0x0C X_D3DFMT_DXT1 */ { 4, Cmprsd, ____DXT1, EMUFMT_DXT1 }, // opaque/one-bit alpha // NOTE : DXT1 is half byte per pixel, so divide Size and Pitch calculations by two!
/* 0x0D undefined */ {},
/* 0x0E X_D3DFMT_DXT3 */ { 8, Cmprsd, ____DXT3, CXBXFMT_DXT3 }, // Alias : X_D3DFMT_DXT2 // linear alpha
/* 0x0F X_D3DFMT_DXT5 */ { 8, Cmprsd, ____DXT5, CXBXFMT_DXT5 }, // Alias : X_D3DFMT_DXT4 // interpolated alpha
/* 0x10 X_D3DFMT_LIN_A1R5G5B5 */ { 16, Linear, A1R5G5B5, CXBXFMT_A1R5G5B5 },
/* 0x11 X_D3DFMT_LIN_R5G6B5 */ { 16, Linear, __R5G6B5, CXBXFMT_R5G6B5 , RenderTarget },
/* 0x12 X_D3DFMT_LIN_A8R8G8B8 */ { 32, Linear, A8R8G8B8, CXBXFMT_A8R8G8B8 , RenderTarget },
/* 0x13 X_D3DFMT_LIN_L8 */ { 8, Linear, ______L8, CXBXFMT_L8 , RenderTarget },
/* 0x0E X_D3DFMT_DXT3 */ { 8, Cmprsd, ____DXT3, EMUFMT_DXT3 }, // Alias : X_D3DFMT_DXT2 // linear alpha
/* 0x0F X_D3DFMT_DXT5 */ { 8, Cmprsd, ____DXT5, EMUFMT_DXT5 }, // Alias : X_D3DFMT_DXT4 // interpolated alpha
/* 0x10 X_D3DFMT_LIN_A1R5G5B5 */ { 16, Linear, A1R5G5B5, EMUFMT_A1R5G5B5 },
/* 0x11 X_D3DFMT_LIN_R5G6B5 */ { 16, Linear, __R5G6B5, EMUFMT_R5G6B5 , RenderTarget },
/* 0x12 X_D3DFMT_LIN_A8R8G8B8 */ { 32, Linear, A8R8G8B8, EMUFMT_A8R8G8B8 , RenderTarget },
/* 0x13 X_D3DFMT_LIN_L8 */ { 8, Linear, ______L8, EMUFMT_L8 , RenderTarget },
/* 0x14 undefined */ {},
/* 0x15 undefined */ {},
/* 0x16 X_D3DFMT_LIN_R8B8 */ { 16, Linear, ____R8B8, CXBXFMT_A8L8 , Texture, "X_D3DFMT_LIN_R8B8 -> CXBXFMT_R5G6B5" },
/* 0x17 X_D3DFMT_LIN_G8B8 */ { 16, Linear, ____G8B8, CXBXFMT_A8L8 , RenderTarget, "X_D3DFMT_LIN_G8B8 -> CXBXFMT_R5G6B5" }, // Alias : X_D3DFMT_LIN_V8U8
/* 0x16 X_D3DFMT_LIN_R8B8 */ { 16, Linear, ____R8B8, EMUFMT_A8L8 , Texture, "X_D3DFMT_LIN_R8B8 -> EMUFMT_R5G6B5" },
/* 0x17 X_D3DFMT_LIN_G8B8 */ { 16, Linear, ____G8B8, EMUFMT_A8L8 , RenderTarget, "X_D3DFMT_LIN_G8B8 -> EMUFMT_R5G6B5" }, // Alias : X_D3DFMT_LIN_V8U8
/* 0x18 undefined */ {},
/* 0x19 X_D3DFMT_A8 */ { 8, Swzzld, ______A8, CXBXFMT_A8 , Texture, "X_D3DFMT_A8 -> CXBXFMT_A8R8G8B8" }, // D3D9 sets RGB = 0 instead of 1
/* 0x1A X_D3DFMT_A8L8 */ { 16, Swzzld, ____A8L8, CXBXFMT_A8L8 },
/* 0x1B X_D3DFMT_LIN_AL8 */ { 8, Linear, _____AL8, CXBXFMT_L8 , Texture, "X_D3DFMT_LIN_AL8 -> CXBXFMT_L8" },
/* 0x1C X_D3DFMT_LIN_X1R5G5B5 */ { 16, Linear, X1R5G5B5, CXBXFMT_X1R5G5B5 , RenderTarget }, // D3D11 TODO : Default A in shader
/* 0x1D X_D3DFMT_LIN_A4R4G4B4 */ { 16, Linear, A4R4G4B4, CXBXFMT_A4R4G4B4 },
/* 0x1E X_D3DFMT_LIN_X8R8G8B8 */ { 32, Linear, X8R8G8B8, CXBXFMT_X8R8G8B8 , RenderTarget }, // Alias : X_D3DFMT_LIN_X8L8V8U8
/* 0x1F X_D3DFMT_LIN_A8 */ { 8, Linear, ______A8, CXBXFMT_A8 , Texture, "X_D3DFMT_LIN_A8 -> CXBXFMT_A8R8G8B8" }, // D3D9 sets RGB = 0 instead of 1
/* 0x20 X_D3DFMT_LIN_A8L8 */ { 16, Linear, ____A8L8, CXBXFMT_A8L8 },
/* 0x19 X_D3DFMT_A8 */ { 8, Swzzld, ______A8, EMUFMT_A8 , Texture, "X_D3DFMT_A8 -> EMUFMT_A8R8G8B8" }, // D3D9 sets RGB = 0 instead of 1
/* 0x1A X_D3DFMT_A8L8 */ { 16, Swzzld, ____A8L8, EMUFMT_A8L8 },
/* 0x1B X_D3DFMT_LIN_AL8 */ { 8, Linear, _____AL8, EMUFMT_L8 , Texture, "X_D3DFMT_LIN_AL8 -> EMUFMT_L8" },
/* 0x1C X_D3DFMT_LIN_X1R5G5B5 */ { 16, Linear, X1R5G5B5, EMUFMT_X1R5G5B5 , RenderTarget }, // D3D11 TODO : Default A in shader
/* 0x1D X_D3DFMT_LIN_A4R4G4B4 */ { 16, Linear, A4R4G4B4, EMUFMT_A4R4G4B4 },
/* 0x1E X_D3DFMT_LIN_X8R8G8B8 */ { 32, Linear, X8R8G8B8, EMUFMT_X8R8G8B8 , RenderTarget }, // Alias : X_D3DFMT_LIN_X8L8V8U8
/* 0x1F X_D3DFMT_LIN_A8 */ { 8, Linear, ______A8, EMUFMT_A8 , Texture, "X_D3DFMT_LIN_A8 -> EMUFMT_A8R8G8B8" }, // D3D9 sets RGB = 0 instead of 1
/* 0x20 X_D3DFMT_LIN_A8L8 */ { 16, Linear, ____A8L8, EMUFMT_A8L8 },
/* 0x21 undefined */ {},
/* 0x22 undefined */ {},
/* 0x23 undefined */ {},
/* 0x24 X_D3DFMT_YUY2 */ { 16, Linear, ____YUY2, CXBXFMT_YUY2 }, // DXGI_FORMAT_NOT_AVAILABLE ?
/* 0x25 X_D3DFMT_UYVY */ { 16, Linear, ____UYVY, CXBXFMT_UYVY },
/* 0x24 X_D3DFMT_YUY2 */ { 16, Linear, ____YUY2, EMUFMT_YUY2 }, // DXGI_FORMAT_NOT_AVAILABLE ?
/* 0x25 X_D3DFMT_UYVY */ { 16, Linear, ____UYVY, EMUFMT_UYVY },
/* 0x26 undefined */ {},
/* 0x27 X_D3DFMT_L6V5U5 */ { 16, Swzzld, __R6G5B5, CXBXFMT_L6V5U5 }, // Alias : X_D3DFMT_R6G5B5 // XQEMU NOTE : This might be signed
/* 0x28 X_D3DFMT_V8U8 */ { 16, Swzzld, ____G8B8, CXBXFMT_V8U8 }, // Alias : X_D3DFMT_G8B8 // XQEMU NOTE : This might be signed
/* 0x29 X_D3DFMT_R8B8 */ { 16, Swzzld, ____R8B8, CXBXFMT_A8L8 , Texture, "X_D3DFMT_R8B8 -> CXBXFMT_R5G6B5" }, // XQEMU NOTE : This might be signed
/* 0x2A X_D3DFMT_D24S8 */ { 32, Swzzld, NoCmpnts, CXBXFMT_D24S8 , DepthBuffer },
/* 0x2B X_D3DFMT_F24S8 */ { 32, Swzzld, NoCmpnts, CXBXFMT_D24FS8 , DepthBuffer },
/* 0x2C X_D3DFMT_D16 */ { 16, Swzzld, NoCmpnts, CXBXFMT_D16 , DepthBuffer }, // Note : X_D3DFMT_D16 is always lockable on Xbox, CXBXFMT_D16 on host is not, but CXBXFMT_D16_LOCKABLE often fails SetRenderTarget.
/* 0x2D X_D3DFMT_F16 */ { 16, Swzzld, NoCmpnts, CXBXFMT_R16F , DepthBuffer, "X_D3DFMT_F16 -> CXBXFMT_R16F" }, // HACK : PC doesn't have CXBXFMT_F16 (Float vs Int) // TODO : Use CXBXFMT_R16F?
/* 0x2E X_D3DFMT_LIN_D24S8 */ { 32, Linear, NoCmpnts, CXBXFMT_D24S8 , DepthBuffer },
/* 0x2F X_D3DFMT_LIN_F24S8 */ { 32, Linear, NoCmpnts, CXBXFMT_D24FS8 , DepthBuffer },
/* 0x30 X_D3DFMT_LIN_D16 */ { 16, Linear, NoCmpnts, CXBXFMT_D16 , DepthBuffer }, // Note : X_D3DFMT_D16 is always lockable on Xbox, CXBXFMT_D16 on host is not, but CXBXFMT_D16_LOCKABLE often fails SetRenderTarget.
/* 0x31 X_D3DFMT_LIN_F16 */ { 16, Linear, NoCmpnts, CXBXFMT_R16F , DepthBuffer, "X_D3DFMT_LIN_F16 -> CXBXFMT_R16F" }, // HACK : PC doesn't have CXBXFMT_F16 (Float vs Int) // TODO : Use CXBXFMT_R16F?
/* 0x32 X_D3DFMT_L16 */ { 16, Swzzld, _____L16, CXBXFMT_L16 },
/* 0x33 X_D3DFMT_V16U16 */ { 32, Swzzld, NoCmpnts, CXBXFMT_V16U16 },
/* 0x27 X_D3DFMT_L6V5U5 */ { 16, Swzzld, __R6G5B5, EMUFMT_L6V5U5 }, // Alias : X_D3DFMT_R6G5B5 // XQEMU NOTE : This might be signed
/* 0x28 X_D3DFMT_V8U8 */ { 16, Swzzld, ____G8B8, EMUFMT_V8U8 }, // Alias : X_D3DFMT_G8B8 // XQEMU NOTE : This might be signed
/* 0x29 X_D3DFMT_R8B8 */ { 16, Swzzld, ____R8B8, EMUFMT_A8L8 , Texture, "X_D3DFMT_R8B8 -> EMUFMT_R5G6B5" }, // XQEMU NOTE : This might be signed
/* 0x2A X_D3DFMT_D24S8 */ { 32, Swzzld, NoCmpnts, EMUFMT_D24S8 , DepthBuffer },
/* 0x2B X_D3DFMT_F24S8 */ { 32, Swzzld, NoCmpnts, EMUFMT_D24FS8 , DepthBuffer },
/* 0x2C X_D3DFMT_D16 */ { 16, Swzzld, NoCmpnts, EMUFMT_D16 , DepthBuffer }, // Note : X_D3DFMT_D16 is always lockable on Xbox, EMUFMT_D16 on host is not, but EMUFMT_D16_LOCKABLE often fails SetRenderTarget.
/* 0x2D X_D3DFMT_F16 */ { 16, Swzzld, NoCmpnts, EMUFMT_R16F , DepthBuffer, "X_D3DFMT_F16 -> EMUFMT_R16F" }, // HACK : PC doesn't have EMUFMT_F16 (Float vs Int) // TODO : Use EMUFMT_R16F?
/* 0x2E X_D3DFMT_LIN_D24S8 */ { 32, Linear, NoCmpnts, EMUFMT_D24S8 , DepthBuffer },
/* 0x2F X_D3DFMT_LIN_F24S8 */ { 32, Linear, NoCmpnts, EMUFMT_D24FS8 , DepthBuffer },
/* 0x30 X_D3DFMT_LIN_D16 */ { 16, Linear, NoCmpnts, EMUFMT_D16 , DepthBuffer }, // Note : X_D3DFMT_D16 is always lockable on Xbox, EMUFMT_D16 on host is not, but EMUFMT_D16_LOCKABLE often fails SetRenderTarget.
/* 0x31 X_D3DFMT_LIN_F16 */ { 16, Linear, NoCmpnts, EMUFMT_R16F , DepthBuffer, "X_D3DFMT_LIN_F16 -> EMUFMT_R16F" }, // HACK : PC doesn't have EMUFMT_F16 (Float vs Int) // TODO : Use EMUFMT_R16F?
/* 0x32 X_D3DFMT_L16 */ { 16, Swzzld, _____L16, EMUFMT_L16 },
/* 0x33 X_D3DFMT_V16U16 */ { 32, Swzzld, NoCmpnts, EMUFMT_V16U16 },
/* 0x34 undefined */ {},
/* 0x35 X_D3DFMT_LIN_L16 */ { 16, Linear, _____L16, CXBXFMT_L16 },
/* 0x36 X_D3DFMT_LIN_V16U16 */ { 32, Linear, NoCmpnts, CXBXFMT_V16U16 }, // Note : Seems unused on Xbox
/* 0x37 X_D3DFMT_LIN_L6V5U5 */ { 16, Linear, __R6G5B5, CXBXFMT_L6V5U5 }, // Alias : X_D3DFMT_LIN_R6G5B5
/* 0x38 X_D3DFMT_R5G5B5A1 */ { 16, Swzzld, R5G5B5A1, CXBXFMT_A1R5G5B5 , Texture, "X_D3DFMT_R5G5B5A1 -> CXBXFMT_A1R5G5B5" },
/* 0x39 X_D3DFMT_R4G4B4A4 */ { 16, Swzzld, R4G4B4A4, CXBXFMT_A4R4G4B4 , Texture, "X_D3DFMT_R4G4B4A4 -> CXBXFMT_A4R4G4B4" },
/* 0x3A X_D3DFMT_Q8W8V8U8 */ { 32, Swzzld, A8B8G8R8, CXBXFMT_Q8W8V8U8 }, // Alias : X_D3DFMT_A8B8G8R8 // Note : CXBXFMT_A8B8G8R8=32 CXBXFMT_Q8W8V8U8=63 // TODO : Needs testcase.
/* 0x3B X_D3DFMT_B8G8R8A8 */ { 32, Swzzld, B8G8R8A8, CXBXFMT_A8R8G8B8 , Texture, "X_D3DFMT_B8G8R8A8 -> CXBXFMT_A8R8G8B8" },
/* 0x3C X_D3DFMT_R8G8B8A8 */ { 32, Swzzld, R8G8B8A8, CXBXFMT_A8R8G8B8 , Texture, "X_D3DFMT_R8G8B8A8 -> CXBXFMT_A8R8G8B8" },
/* 0x3D X_D3DFMT_LIN_R5G5B5A1 */ { 16, Linear, R5G5B5A1, CXBXFMT_A1R5G5B5 , Texture, "X_D3DFMT_LIN_R5G5B5A1 -> CXBXFMT_A1R5G5B5" },
/* 0x3E X_D3DFMT_LIN_R4G4B4A4 */ { 16, Linear, R4G4B4A4, CXBXFMT_A4R4G4B4 , Texture, "X_D3DFMT_LIN_R4G4B4A4 -> CXBXFMT_A4R4G4B4" },
/* 0x3F X_D3DFMT_LIN_A8B8G8R8 */ { 32, Linear, A8B8G8R8, CXBXFMT_A8B8G8R8 }, // Note : CXBXFMT_A8B8G8R8=32 CXBXFMT_Q8W8V8U8=63 // TODO : Needs testcase.
/* 0x40 X_D3DFMT_LIN_B8G8R8A8 */ { 32, Linear, B8G8R8A8, CXBXFMT_A8R8G8B8 , Texture, "X_D3DFMT_LIN_B8G8R8A8 -> CXBXFMT_A8R8G8B8" },
/* 0x41 X_D3DFMT_LIN_R8G8B8A8 */ { 32, Linear, R8G8B8A8, CXBXFMT_A8R8G8B8 , Texture, "X_D3DFMT_LIN_R8G8B8A8 -> CXBXFMT_A8R8G8B8" },
/* 0x35 X_D3DFMT_LIN_L16 */ { 16, Linear, _____L16, EMUFMT_L16 },
/* 0x36 X_D3DFMT_LIN_V16U16 */ { 32, Linear, NoCmpnts, EMUFMT_V16U16 }, // Note : Seems unused on Xbox
/* 0x37 X_D3DFMT_LIN_L6V5U5 */ { 16, Linear, __R6G5B5, EMUFMT_L6V5U5 }, // Alias : X_D3DFMT_LIN_R6G5B5
/* 0x38 X_D3DFMT_R5G5B5A1 */ { 16, Swzzld, R5G5B5A1, EMUFMT_A1R5G5B5 , Texture, "X_D3DFMT_R5G5B5A1 -> EMUFMT_A1R5G5B5" },
/* 0x39 X_D3DFMT_R4G4B4A4 */ { 16, Swzzld, R4G4B4A4, EMUFMT_A4R4G4B4 , Texture, "X_D3DFMT_R4G4B4A4 -> EMUFMT_A4R4G4B4" },
/* 0x3A X_D3DFMT_Q8W8V8U8 */ { 32, Swzzld, A8B8G8R8, EMUFMT_Q8W8V8U8 }, // Alias : X_D3DFMT_A8B8G8R8 // Note : EMUFMT_A8B8G8R8=32 EMUFMT_Q8W8V8U8=63 // TODO : Needs testcase.
/* 0x3B X_D3DFMT_B8G8R8A8 */ { 32, Swzzld, B8G8R8A8, EMUFMT_A8R8G8B8 , Texture, "X_D3DFMT_B8G8R8A8 -> EMUFMT_A8R8G8B8" },
/* 0x3C X_D3DFMT_R8G8B8A8 */ { 32, Swzzld, R8G8B8A8, EMUFMT_A8R8G8B8 , Texture, "X_D3DFMT_R8G8B8A8 -> EMUFMT_A8R8G8B8" },
/* 0x3D X_D3DFMT_LIN_R5G5B5A1 */ { 16, Linear, R5G5B5A1, EMUFMT_A1R5G5B5 , Texture, "X_D3DFMT_LIN_R5G5B5A1 -> EMUFMT_A1R5G5B5" },
/* 0x3E X_D3DFMT_LIN_R4G4B4A4 */ { 16, Linear, R4G4B4A4, EMUFMT_A4R4G4B4 , Texture, "X_D3DFMT_LIN_R4G4B4A4 -> EMUFMT_A4R4G4B4" },
/* 0x3F X_D3DFMT_LIN_A8B8G8R8 */ { 32, Linear, A8B8G8R8, EMUFMT_A8B8G8R8 }, // Note : EMUFMT_A8B8G8R8=32 EMUFMT_Q8W8V8U8=63 // TODO : Needs testcase.
/* 0x40 X_D3DFMT_LIN_B8G8R8A8 */ { 32, Linear, B8G8R8A8, EMUFMT_A8R8G8B8 , Texture, "X_D3DFMT_LIN_B8G8R8A8 -> EMUFMT_A8R8G8B8" },
/* 0x41 X_D3DFMT_LIN_R8G8B8A8 */ { 32, Linear, R8G8B8A8, EMUFMT_A8R8G8B8 , Texture, "X_D3DFMT_LIN_R8G8B8A8 -> EMUFMT_A8R8G8B8" },
#if 0
/* 0x42 to 0x63 undefined */ {},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},
/* 0x64 X_D3DFMT_VERTEXDATA */ { 8, Linear, NoCmpnts, CXBXFMT_VERTEXDATA },
/* 0x65 X_D3DFMT_INDEX16 */ { 16, Linear, NoCmpnts, CXBXFMT_INDEX16 }, // Dxbx addition : X_D3DFMT_INDEX16 is not an Xbox format, but used internally
/* 0x64 X_D3DFMT_VERTEXDATA */ { 8, Linear, NoCmpnts, EMUFMT_VERTEXDATA },
/* 0x65 X_D3DFMT_INDEX16 */ { 16, Linear, NoCmpnts, EMUFMT_INDEX16 }, // Dxbx addition : X_D3DFMT_INDEX16 is not an Xbox format, but used internally
#endif
};
@ -1029,7 +1029,7 @@ BOOL EmuXBFormatIsDepthBuffer(xbox::X_D3DFORMAT Format)
return false;
}
CXBXFORMAT EmuXB2PC_D3DFormat(xbox::X_D3DFORMAT Format)
EMUFORMAT EmuXB2PC_D3DFormat(xbox::X_D3DFORMAT Format)
{
if (Format <= xbox::X_D3DFMT_LIN_R8G8B8A8 && Format >= 0) // The last bit prevents crashing (Metal Slug 3)
{
@ -1046,16 +1046,16 @@ CXBXFORMAT EmuXB2PC_D3DFormat(xbox::X_D3DFORMAT Format)
#ifdef CXBX_USE_D3D11
[[fallthrough]]; // This case is unlikely to ever get passed in here anyway
#else
return CXBXFMT_VERTEXDATA;
return EMUFMT_VERTEXDATA;
#endif
case xbox::X_D3DFMT_UNKNOWN: [[fallthrough]]; // Test-case : Metal Slug 3?
case ((xbox::X_D3DFORMAT)0xffffffff):
return CXBXFMT_UNKNOWN; // TODO -oCXBX: Not sure if this counts as swizzled or not...
return EMUFMT_UNKNOWN; // TODO -oCXBX: Not sure if this counts as swizzled or not...
default:
CxbxrAbort("EmuXB2PC_D3DFormat: Unknown Format (0x%.08X)", Format);
}
return CXBXFMT_UNKNOWN;
return EMUFMT_UNKNOWN;
}
DWORD EmuXB2PC_D3DLock(DWORD Flags)

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@ -71,7 +71,7 @@ extern BOOL EmuXBFormatIsRenderTarget(xbox::X_D3DFORMAT Format);
extern BOOL EmuXBFormatIsDepthBuffer(xbox::X_D3DFORMAT Format);
// convert from xbox to pc color formats
extern CXBXFORMAT EmuXB2PC_D3DFormat(xbox::X_D3DFORMAT Format);
extern EMUFORMAT EmuXB2PC_D3DFormat(xbox::X_D3DFORMAT Format);
// convert from xbox to pc d3d lock flags
extern DWORD EmuXB2PC_D3DLock(DWORD Flags);

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@ -80,7 +80,7 @@ typedef D3D11_RECT D3DRECT;
#define D3DADAPTER_IDENTIFIER D3DADAPTER_IDENTIFIER9
#define D3DCAPS D3DCAPS9
#define CXBXFORMAT _9_11(D3DFORMAT, DXGI_FORMAT)
#define EMUFORMAT _9_11(D3DFORMAT, DXGI_FORMAT)
#define D3DVERTEXELEMENT _9_11(D3DVERTEXELEMENT9, D3D11_INPUT_ELEMENT_DESC)
#define D3DVIEWPORT _9_11(D3DVIEWPORT9, D3D11_VIEWPORT)
#define D3DSurfaceDesc _9_11(D3DSURFACE_DESC, D3D11_TEXTURE2D_DESC)
@ -102,39 +102,39 @@ typedef D3D11_RECT D3DRECT;
// D3D9 D3FFORMAT to D3D11 DXGI_FORMAT mapping : https://docs.microsoft.com/en-us/windows/win32/direct3d10/d3d10-graphics-programming-guide-resources-legacy-formats
#define CXBXFMT_A1R5G5B5 _9_11(D3DFMT_A1R5G5B5, DXGI_FORMAT_B5G5R5A1_UNORM) // Note : CXBXFMT_X1R5G5B5 maps to same DXGI_FORMAT_B5G5R5A1_UNORM
#define CXBXFMT_A4R4G4B4 _9_11(D3DFMT_A4R4G4B4, DXGI_FORMAT_B4G4R4A4_UNORM)
#define CXBXFMT_A8 _9_11(D3DFMT_A8, DXGI_FORMAT_A8_UNORM)
#define CXBXFMT_A8B8G8R8 _9_11(D3DFMT_A8B8G8R8, DXGI_FORMAT_R8G8B8A8_UNORM)
#define CXBXFMT_A8L8 _9_11(D3DFMT_A8L8, DXGI_FORMAT_R8G8_UNORM)
#define CXBXFMT_A8R8G8B8 _9_11(D3DFMT_A8R8G8B8, DXGI_FORMAT_B8G8R8A8_UNORM)
#define CXBXFMT_D16 _9_11(D3DFMT_D16, DXGI_FORMAT_D16_UNORM)
#define CXBXFMT_D24FS8 _9_11(D3DFMT_D24FS8, DXGI_FORMAT_R24G8_TYPELESS)
#define CXBXFMT_D24S8 _9_11(D3DFMT_D24S8, DXGI_FORMAT_D24_UNORM_S8_UINT)
#define CXBXFMT_DXT1 _9_11(D3DFMT_DXT1, DXGI_FORMAT_BC1_UNORM)
#define CXBXFMT_DXT3 _9_11(D3DFMT_DXT3, DXGI_FORMAT_BC2_UNORM)
#define CXBXFMT_DXT5 _9_11(D3DFMT_DXT5, DXGI_FORMAT_BC3_UNORM)
#define CXBXFMT_L16 _9_11(D3DFMT_L16, DXGI_FORMAT_R16_UNORM)
#define CXBXFMT_L8 _9_11(D3DFMT_L8, DXGI_FORMAT_R8_UNORM)
#define CXBXFMT_P8 _9_11(D3DFMT_P8, DXGI_FORMAT_R8_UINT)
#define CXBXFMT_Q8W8V8U8 _9_11(D3DFMT_Q8W8V8U8, DXGI_FORMAT_R8G8B8A8_SNORM)
#define CXBXFMT_R16F _9_11(D3DFMT_R16F, DXGI_FORMAT_R16_FLOAT)
#define CXBXFMT_R5G6B5 _9_11(D3DFMT_R5G6B5, DXGI_FORMAT_B5G6R5_UNORM)
#define CXBXFMT_UNKNOWN _9_11(D3DFMT_UNKNOWN, DXGI_FORMAT_UNKNOWN) // Note : Used when format is unknown (duh)
#define CXBXFMT_V16U16 _9_11(D3DFMT_V16U16, DXGI_FORMAT_R16G16_SNORM)
#define CXBXFMT_V8U8 _9_11(D3DFMT_V8U8, DXGI_FORMAT_R8G8_SNORM)
#define CXBXFMT_X1R5G5B5 _9_11(D3DFMT_X1R5G5B5, DXGI_FORMAT_B5G5R5A1_UNORM) // Note : CXBXFMT_A1R5G5B5 maps to same DXGI_FORMAT_B5G5R5A1_UNORM
#define CXBXFMT_X8R8G8B8 _9_11(D3DFMT_X8R8G8B8, DXGI_FORMAT_B8G8R8X8_UNORM)
#define CXBXFMT_YUY2 _9_11(D3DFMT_YUY2, DXGI_FORMAT_YUY2)
#define EMUFMT_A1R5G5B5 _9_11(D3DFMT_A1R5G5B5, DXGI_FORMAT_B5G5R5A1_UNORM) // Note : EMUFMT_X1R5G5B5 maps to same DXGI_FORMAT_B5G5R5A1_UNORM
#define EMUFMT_A4R4G4B4 _9_11(D3DFMT_A4R4G4B4, DXGI_FORMAT_B4G4R4A4_UNORM)
#define EMUFMT_A8 _9_11(D3DFMT_A8, DXGI_FORMAT_A8_UNORM)
#define EMUFMT_A8B8G8R8 _9_11(D3DFMT_A8B8G8R8, DXGI_FORMAT_R8G8B8A8_UNORM)
#define EMUFMT_A8L8 _9_11(D3DFMT_A8L8, DXGI_FORMAT_R8G8_UNORM)
#define EMUFMT_A8R8G8B8 _9_11(D3DFMT_A8R8G8B8, DXGI_FORMAT_B8G8R8A8_UNORM)
#define EMUFMT_D16 _9_11(D3DFMT_D16, DXGI_FORMAT_D16_UNORM)
#define EMUFMT_D24FS8 _9_11(D3DFMT_D24FS8, DXGI_FORMAT_R24G8_TYPELESS)
#define EMUFMT_D24S8 _9_11(D3DFMT_D24S8, DXGI_FORMAT_D24_UNORM_S8_UINT)
#define EMUFMT_DXT1 _9_11(D3DFMT_DXT1, DXGI_FORMAT_BC1_UNORM)
#define EMUFMT_DXT3 _9_11(D3DFMT_DXT3, DXGI_FORMAT_BC2_UNORM)
#define EMUFMT_DXT5 _9_11(D3DFMT_DXT5, DXGI_FORMAT_BC3_UNORM)
#define EMUFMT_L16 _9_11(D3DFMT_L16, DXGI_FORMAT_R16_UNORM)
#define EMUFMT_L8 _9_11(D3DFMT_L8, DXGI_FORMAT_R8_UNORM)
#define EMUFMT_P8 _9_11(D3DFMT_P8, DXGI_FORMAT_R8_UINT)
#define EMUFMT_Q8W8V8U8 _9_11(D3DFMT_Q8W8V8U8, DXGI_FORMAT_R8G8B8A8_SNORM)
#define EMUFMT_R16F _9_11(D3DFMT_R16F, DXGI_FORMAT_R16_FLOAT)
#define EMUFMT_R5G6B5 _9_11(D3DFMT_R5G6B5, DXGI_FORMAT_B5G6R5_UNORM)
#define EMUFMT_UNKNOWN _9_11(D3DFMT_UNKNOWN, DXGI_FORMAT_UNKNOWN) // Note : Used when format is unknown (duh)
#define EMUFMT_V16U16 _9_11(D3DFMT_V16U16, DXGI_FORMAT_R16G16_SNORM)
#define EMUFMT_V8U8 _9_11(D3DFMT_V8U8, DXGI_FORMAT_R8G8_SNORM)
#define EMUFMT_X1R5G5B5 _9_11(D3DFMT_X1R5G5B5, DXGI_FORMAT_B5G5R5A1_UNORM) // Note : EMUFMT_A1R5G5B5 maps to same DXGI_FORMAT_B5G5R5A1_UNORM
#define EMUFMT_X8R8G8B8 _9_11(D3DFMT_X8R8G8B8, DXGI_FORMAT_B8G8R8X8_UNORM)
#define EMUFMT_YUY2 _9_11(D3DFMT_YUY2, DXGI_FORMAT_YUY2)
#define DXGI_FORMAT_NOT_AVAILABLE DXGI_FORMAT_UNKNOWN // TODO : Replace below occurences with a suitable format and corresponding conversion
// Unmappable to Direct3D 11 :
#define CXBXFMT_D16_LOCKABLE _9_11(D3DFMT_D16_LOCKABLE, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (CXBXFORMAT)200 ? How to handle in our code?
#define CXBXFMT_DXT2 _9_11(D3DFMT_DXT2, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (CXBXFORMAT)201 ? How to handle in our code?
#define CXBXFMT_DXT4 _9_11(D3DFMT_DXT4, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (CXBXFORMAT)202 ? How to handle in our code?
#define CXBXFMT_L6V5U5 _9_11(D3DFMT_L6V5U5, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (CXBXFORMAT)203 ? How to handle in our code?
#define CXBXFMT_UYVY _9_11(D3DFMT_UYVY, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (CXBXFORMAT)204 ? How to handle in our code?
#define CXBXFMT_VERTEXDATA _9_11(D3DFMT_VERTEXDATA, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (CXBXFORMAT)205 ? How to handle in our code?
#define EMUFMT_D16_LOCKABLE _9_11(D3DFMT_D16_LOCKABLE, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)200 ? How to handle in our code?
#define EMUFMT_DXT2 _9_11(D3DFMT_DXT2, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)201 ? How to handle in our code?
#define EMUFMT_DXT4 _9_11(D3DFMT_DXT4, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)202 ? How to handle in our code?
#define EMUFMT_L6V5U5 _9_11(D3DFMT_L6V5U5, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)203 ? How to handle in our code?
#define EMUFMT_UYVY _9_11(D3DFMT_UYVY, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)204 ? How to handle in our code?
#define EMUFMT_VERTEXDATA _9_11(D3DFMT_VERTEXDATA, DXGI_FORMAT_NOT_AVAILABLE) // TODO : (EMUFORMAT)205 ? How to handle in our code?
typedef xbox::word_xt INDEX16; // TODO: Move INDEX16 into xbox namespace

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@ -348,7 +348,7 @@ void RefreshDirect3DDevice()
{
uint32_t dwAdapterModeCount = g_pDirect3D->GetAdapterModeCount(
g_XBVideo.adapter
, CXBXFMT_X8R8G8B8
, EMUFMT_X8R8G8B8
);
SendMessage(g_hVideoResolution, CB_ADDSTRING, 0, (LPARAM)"Automatic (Xbox Default)");
@ -362,23 +362,23 @@ void RefreshDirect3DDevice()
g_pDirect3D->EnumAdapterModes(
g_XBVideo.adapter,
CXBXFMT_X8R8G8B8,
EMUFMT_X8R8G8B8,
v,
&displayMode
);
switch(displayMode.Format)
{
case CXBXFMT_X1R5G5B5:
case EMUFMT_X1R5G5B5:
szFormat = "16bit x1r5g5b5";
break;
case CXBXFMT_R5G6B5:
case EMUFMT_R5G6B5:
szFormat = "16bit r5g6r5";
break;
case CXBXFMT_X8R8G8B8:
case EMUFMT_X8R8G8B8:
szFormat = "32bit x8r8g8b8";
break;
case CXBXFMT_A8R8G8B8:
case EMUFMT_A8R8G8B8:
szFormat = "32bit a8r8g8b8";
break;
default: