This commit is contained in:
Aaron Robinson 2003-06-17 02:23:53 +00:00
parent 97c54bee4a
commit d54da12b38
5 changed files with 664 additions and 6 deletions

View File

@ -573,6 +573,71 @@ VOID WINAPI EmuIDirect3DDevice8_SetTextureState_TexCoordIndex
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_NormalizeNormals
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_NormalizeNormals
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_TextureFactor
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_TextureFactor
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_ZBias
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_ZBias
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_EdgeAntiAlias
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_EdgeAntiAlias
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_FillMode
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_FillMode
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_FogColor
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_FogColor
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_Dxt1NoiseEnable
// ******************************************************************
VOID WINAPI EmuIDirect3DDevice8_SetRenderState_Dxt1NoiseEnable
(
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_Simple
// ******************************************************************
VOID __fastcall EmuIDirect3DDevice8_SetRenderState_Simple
(
DWORD Method,
DWORD Value
);
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_CullMode
// ******************************************************************

View File

@ -268,11 +268,11 @@ BEGIN
LTEXT "Other Options:",IDC_STATIC,21,71,49,8,0,WS_EX_RIGHT
CONTROL "Force VSync",IDC_CV_VSYNC,"Button",BS_AUTOCHECKBOX |
WS_TABSTOP,154,71,65,10
COMBOBOX IDC_VC_DISPLAY_ADAPTER,76,12,173,71,CBS_DROPDOWNLIST |
COMBOBOX IDC_VC_DISPLAY_ADAPTER,76,12,173,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_VC_D3D_DEVICE,76,31,173,53,CBS_DROPDOWNLIST |
COMBOBOX IDC_VC_D3D_DEVICE,76,31,173,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
COMBOBOX IDC_VC_VIDEO_RESOLUTION,76,49,173,59,CBS_DROPDOWNLIST |
COMBOBOX IDC_VC_VIDEO_RESOLUTION,76,49,173,100,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
END

View File

@ -345,6 +345,264 @@ SOOVPA<13> IDirect3DDevice8_CreateVertexBuffer2_1_0_4627 =
}
};
// ******************************************************************
// * IDirect3DDevice8_SetTextureState_TexCoordIndex
// ******************************************************************
SOOVPA<10> IDirect3DDevice8_SetTextureState_TexCoordIndex_1_0_4627 =
{
0, // Large == 0
10, // Count == 10
{
// IDirect3DDevice8_SetTextureState_TexCoordIndex+0x14 : shl eax, 0x07
{ 0x14, 0xC1 }, // (Offset,Value)-Pair #1
{ 0x15, 0xE0 }, // (Offset,Value)-Pair #2
{ 0x16, 0x07 }, // (Offset,Value)-Pair #3
// IDirect3DDevice8_SetTextureState_TexCoordIndex+0x26 : cmp eax, ecx
{ 0x26, 0x3B }, // (Offset,Value)-Pair #4
{ 0x27, 0xC1 }, // (Offset,Value)-Pair #5
// IDirect3DDevice8_SetTextureState_TexCoordIndex+0x71 : mov ebp, 0x2400
{ 0x71, 0xBD }, // (Offset,Value)-Pair #6
{ 0x73, 0x24 }, // (Offset,Value)-Pair #7
// IDirect3DDevice8_SetTextureState_TexCoordIndex+0xAA : shl ebx, 0x04
{ 0xAA, 0xC1 }, // (Offset,Value)-Pair #8
{ 0xAB, 0xE3 }, // (Offset,Value)-Pair #9
{ 0xAC, 0x04 }, // (Offset,Value)-Pair #10
}
};
// ******************************************************************
// * IDirect3DDevice8_SetRenderState_NormalizeNormals
// ******************************************************************
SOOVPA<8> IDirect3DDevice8_SetRenderState_NormalizeNormals_1_0_4627 =
{
0, // Large == 0
8, // Count == 8
{
// IDirect3DDevice8_SetRenderState_NormalizeNormals+0x07 : mov eax, [esi]
{ 0x07, 0x8B }, // (Offset,Value)-Pair #1
{ 0x08, 0x06 }, // (Offset,Value)-Pair #2
// IDirect3DDevice8_SetRenderState_NormalizeNormals+0x25 : or [addr], 0x200
{ 0x25, 0x81 }, // (Offset,Value)-Pair #3
{ 0x26, 0x0D }, // (Offset,Value)-Pair #4
{ 0x2B, 0x00 }, // (Offset,Value)-Pair #5
{ 0x2C, 0x02 }, // (Offset,Value)-Pair #6
// IDirect3DDevice8_SetRenderState_NormalizeNormals+0x36 : retn 0x04
{ 0x36, 0xC2 }, // (Offset,Value)-Pair #7
{ 0x37, 0x04 }, // (Offset,Value)-Pair #8
}
};
// ******************************************************************
// * IDirect3DDevice8_SetRenderState_TextureFactor
// ******************************************************************
SOOVPA<9> IDirect3DDevice8_SetRenderState_TextureFactor_1_0_4627 =
{
0, // Large == 0
9, // Count == 9
{
// IDirect3DDevice8_SetRenderState_TextureFactor+0x07 : mov eax, [esi+0x0370]
{ 0x07, 0x8B }, // (Offset,Value)-Pair #1
{ 0x08, 0x86 }, // (Offset,Value)-Pair #2
{ 0x09, 0x70 }, // (Offset,Value)-Pair #3
{ 0x0A, 0x03 }, // (Offset,Value)-Pair #4
// IDirect3DDevice8_SetRenderState_TextureFactor+0x2F : nop
{ 0x2F, 0x90 }, // (Offset,Value)-Pair #5
// IDirect3DDevice8_SetRenderState_TextureFactor+0x41 : retn 0x04
{ 0x41, 0xC2 }, // (Offset,Value)-Pair #6
{ 0x42, 0x04 }, // (Offset,Value)-Pair #7
// IDirect3DDevice8_SetRenderState_TextureFactor+0x4E : retn 0x04
{ 0x4E, 0xC2 }, // (Offset,Value)-Pair #8
{ 0x4F, 0x04 }, // (Offset,Value)-Pair #9
}
};
// ******************************************************************
// * IDirect3DDevice8_SetRenderState_ZBias
// ******************************************************************
SOOVPA<10> IDirect3DDevice8_SetRenderState_ZBias_1_0_4627 =
{
0, // Large == 0
10, // Count == 10
{
// IDirect3DDevice8_SetRenderState_ZBias+0x0B : setnz al
{ 0x0B, 0x0F }, // (Offset,Value)-Pair #1
{ 0x0C, 0x95 }, // (Offset,Value)-Pair #2
{ 0x0D, 0xC0 }, // (Offset,Value)-Pair #3
// IDirect3DDevice8_SetRenderState_ZBias+0x14 : fild [esp+0x10]
{ 0x14, 0xDB }, // (Offset,Value)-Pair #4
{ 0x15, 0x44 }, // (Offset,Value)-Pair #5
{ 0x16, 0x24 }, // (Offset,Value)-Pair #6
// IDirect3DDevice8_SetRenderState_ZBias+0x45 : push 0x4E
{ 0x45, 0x6A }, // (Offset,Value)-Pair #7
{ 0x46, 0x4E }, // (Offset,Value)-Pair #8
// IDirect3DDevice8_SetRenderState_ZBias+0x45 : retn 0x04
{ 0x71, 0xC2 }, // (Offset,Value)-Pair #9
{ 0x72, 0x04 }, // (Offset,Value)-Pair #10
}
};
// ******************************************************************
// * IDirect3DDevice8_SetRenderState_EdgeAntiAlias
// ******************************************************************
SOOVPA<10> IDirect3DDevice8_SetRenderState_EdgeAntiAlias_1_0_4627 =
{
0, // Large == 0
10, // Count == 10
{
// IDirect3DDevice8_SetRenderState_EdgeAntiAlias+0x07 : mov eax, [esi]
{ 0x07, 0x8B }, // (Offset,Value)-Pair #1
{ 0x08, 0x06 }, // (Offset,Value)-Pair #2
// IDirect3DDevice8_SetRenderState_EdgeAntiAlias+0x0C : jb +0x05
{ 0x0C, 0x72 }, // (Offset,Value)-Pair #3
{ 0x0D, 0x05 }, // (Offset,Value)-Pair #4
// IDirect3DDevice8_SetRenderState_EdgeAntiAlias+0x13 : mov ecx, [esp+0x08]
{ 0x13, 0x8B }, // (Offset,Value)-Pair #5
{ 0x14, 0x4C }, // (Offset,Value)-Pair #6
{ 0x15, 0x24 }, // (Offset,Value)-Pair #7
{ 0x16, 0x08 }, // (Offset,Value)-Pair #8
// IDirect3DDevice8_SetRenderState_EdgeAntiAlias+0x2F : retn 0x04
{ 0x2F, 0xC2 }, // (Offset,Value)-Pair #9
{ 0x30, 0x04 }, // (Offset,Value)-Pair #10
}
};
// ******************************************************************
// * IDirect3DDevice8_SetRenderState_FillMode
// ******************************************************************
SOOVPA<11> IDirect3DDevice8_SetRenderState_FillMode_1_0_4627 =
{
0, // Large == 0
11, // Count == 11
{
// IDirect3DDevice8_SetRenderState_FillMode+0x07 : mov eax, [esi]
{ 0x07, 0x8B }, // (Offset,Value)-Pair #1
{ 0x08, 0x06 }, // (Offset,Value)-Pair #2
// IDirect3DDevice8_SetRenderState_FillMode+0x21 : mov ecx, [esp+0x08]
{ 0x21, 0x8B }, // (Offset,Value)-Pair #3
{ 0x22, 0x4C }, // (Offset,Value)-Pair #4
{ 0x23, 0x24 }, // (Offset,Value)-Pair #5
{ 0x24, 0x08 }, // (Offset,Value)-Pair #6
// IDirect3DDevice8_SetRenderState_FillMode+0x25 : jnz +0x02
{ 0x25, 0x75 }, // (Offset,Value)-Pair #7
{ 0x26, 0x02 }, // (Offset,Value)-Pair #8
// IDirect3DDevice8_SetRenderState_FillMode+0x35 : add eax, 0x0C
{ 0x35, 0x83 }, // (Offset,Value)-Pair #9
{ 0x36, 0xC0 }, // (Offset,Value)-Pair #10
{ 0x37, 0x0C }, // (Offset,Value)-Pair #11
}
};
// ******************************************************************
// * IDirect3DDevice8_SetRenderState_FogColor
// ******************************************************************
SOOVPA<10> IDirect3DDevice8_SetRenderState_FogColor_1_0_4627 =
{
0, // Large == 0
10, // Count == 10
{
// IDirect3DDevice8_SetRenderState_FogColor+0x07 : mov eax, [esi]
{ 0x07, 0x8B }, // (Offset,Value)-Pair #1
{ 0x08, 0x06 }, // (Offset,Value)-Pair #2
// IDirect3DDevice8_SetRenderState_FogColor+0x09 : cmp eax, [esi+4]
{ 0x09, 0x3B }, // (Offset,Value)-Pair #3
{ 0x0A, 0x46 }, // (Offset,Value)-Pair #4
{ 0x0B, 0x04 }, // (Offset,Value)-Pair #5
// IDirect3DDevice8_SetRenderState_FogColor+0x25 : shl edi, 0x10
{ 0x25, 0xC1 }, // (Offset,Value)-Pair #6
{ 0x26, 0xE7 }, // (Offset,Value)-Pair #7
{ 0x27, 0x10 }, // (Offset,Value)-Pair #8
// IDirect3DDevice8_SetRenderState_FogColor+0x40 : mov [esi], eax
{ 0x40, 0x89 }, // (Offset,Value)-Pair #9
{ 0x41, 0x06 }, // (Offset,Value)-Pair #10
}
};
// ******************************************************************
// * IDirect3DDevice8_SetRenderState_Dxt1NoiseEnable
// ******************************************************************
SOOVPA<9> IDirect3DDevice8_SetRenderState_Dxt1NoiseEnable_1_0_4627 =
{
0, // Large == 0
9, // Count == 9
{
// IDirect3DDevice8_SetRenderState_Dxt1NoiseEnable+0x0D : mov eax, [edi+0x21B4]
{ 0x0D, 0x8B }, // (Offset,Value)-Pair #1
{ 0x0E, 0x87 }, // (Offset,Value)-Pair #2
{ 0x0F, 0xB4 }, // (Offset,Value)-Pair #3
{ 0x10, 0x21 }, // (Offset,Value)-Pair #4
// IDirect3DDevice8_SetRenderState_Dxt1NoiseEnable+0x56 : shl esi, 0x05
{ 0x56, 0xC1 }, // (Offset,Value)-Pair #5
{ 0x57, 0xE6 }, // (Offset,Value)-Pair #6
{ 0x58, 0x05 }, // (Offset,Value)-Pair #7
// IDirect3DDevice8_SetRenderState_Dxt1NoiseEnable+0x74 : retn 0x04
{ 0x74, 0xC2 }, // (Offset,Value)-Pair #8
{ 0x75, 0x04 }, // (Offset,Value)-Pair #9
}
};
// ******************************************************************
// * IDirect3DDevice8_SetRenderState_Simple
// ******************************************************************
SOOVPA<13> IDirect3DDevice8_SetRenderState_Simple_1_0_4627 =
{
0, // Large == 0
13, // Count == 13
{
// IDirect3DDevice8_SetRenderState_Simple+0x05 : add eax, 0x08
{ 0x05, 0x83 }, // (Offset,Value)-Pair #1
{ 0x06, 0xC0 }, // (Offset,Value)-Pair #2
{ 0x07, 0x08 }, // (Offset,Value)-Pair #3
// IDirect3DDevice8_SetRenderState_Simple+0x0E : jnb +0x0C
{ 0x0E, 0x73 }, // (Offset,Value)-Pair #4
{ 0x0F, 0x0C }, // (Offset,Value)-Pair #5
// IDirect3DDevice8_SetRenderState_Simple+0x15 : mov [eax-8], ecx
{ 0x15, 0x89 }, // (Offset,Value)-Pair #6
{ 0x16, 0x48 }, // (Offset,Value)-Pair #7
{ 0x17, 0xF8 }, // (Offset,Value)-Pair #8
// IDirect3DDevice8_SetRenderState_Simple+0x18 : mov [eax-4], ecx
{ 0x18, 0x89 }, // (Offset,Value)-Pair #9
{ 0x19, 0x50 }, // (Offset,Value)-Pair #10
{ 0x1A, 0xFC }, // (Offset,Value)-Pair #11
// IDirect3DDevice8_SetRenderState_Simple+0x25 : jmp +0xD9
{ 0x25, 0xEB }, // (Offset,Value)-Pair #12
{ 0x26, 0xD9 }, // (Offset,Value)-Pair #13
}
};
// ******************************************************************
// * IDirect3DDevice8_SetRenderState_ZEnable
@ -680,6 +938,16 @@ OOVPATable D3D8_1_0_4627[] =
"EmuIDirect3DDevice8_CreateVertexBuffer2"
#endif
},
// IDirect3DDevice8::SetTextureState_TexCoordIndex
{
(OOVPA*)&IDirect3DDevice8_SetTextureState_TexCoordIndex_1_0_4627,
xd3d8::EmuIDirect3DDevice8_SetTextureState_TexCoordIndex,
#ifdef _DEBUG_TRACE
"EmuIDirect3DDevice8_SetTextureState_TexCoordIndex"
#endif
},
// IDirect3DDevice8::SetRenderState_CullMode (* unchanged since 4361 *)
{
(OOVPA*)&IDirect3DDevice8_SetRenderState_CullMode_1_0_4361,
@ -690,6 +958,86 @@ OOVPATable D3D8_1_0_4627[] =
"EmuIDirect3DDevice8_SetRenderState_CullMode"
#endif
},
// IDirect3DDevice8::SetRenderState_NormalizeNormals
{
(OOVPA*)&IDirect3DDevice8_SetRenderState_NormalizeNormals_1_0_4627,
xd3d8::EmuIDirect3DDevice8_SetRenderState_NormalizeNormals,
#ifdef _DEBUG_TRACE
"EmuIDirect3DDevice8_SetRenderState_NormalizeNormals"
#endif
},
// IDirect3DDevice8::SetRenderState_TextureFactor
{
(OOVPA*)&IDirect3DDevice8_SetRenderState_TextureFactor_1_0_4627,
xd3d8::EmuIDirect3DDevice8_SetRenderState_TextureFactor,
#ifdef _DEBUG_TRACE
"EmuIDirect3DDevice8_SetRenderState_TextureFactor"
#endif
},
// IDirect3DDevice8::SetRenderState_ZBias
{
(OOVPA*)&IDirect3DDevice8_SetRenderState_ZBias_1_0_4627,
xd3d8::EmuIDirect3DDevice8_SetRenderState_ZBias,
#ifdef _DEBUG_TRACE
"EmuIDirect3DDevice8_SetRenderState_ZBias"
#endif
},
// IDirect3DDevice8::SetRenderState_EdgeAntiAlias
{
(OOVPA*)&IDirect3DDevice8_SetRenderState_EdgeAntiAlias_1_0_4627,
xd3d8::EmuIDirect3DDevice8_SetRenderState_EdgeAntiAlias,
#ifdef _DEBUG_TRACE
"EmuIDirect3DDevice8_SetRenderState_EdgeAntiAlias"
#endif
},
// IDirect3DDevice8::SetRenderState_FillMode
{
(OOVPA*)&IDirect3DDevice8_SetRenderState_FillMode_1_0_4627,
xd3d8::EmuIDirect3DDevice8_SetRenderState_FillMode,
#ifdef _DEBUG_TRACE
"EmuIDirect3DDevice8_SetRenderState_FillMode"
#endif
},
// IDirect3DDevice8::SetRenderState_FogColor
{
(OOVPA*)&IDirect3DDevice8_SetRenderState_FogColor_1_0_4627,
xd3d8::EmuIDirect3DDevice8_SetRenderState_FogColor,
#ifdef _DEBUG_TRACE
"EmuIDirect3DDevice8_SetRenderState_FogColor"
#endif
},
// IDirect3DDevice8::SetRenderState_Dxt1NoiseEnable
{
(OOVPA*)&IDirect3DDevice8_SetRenderState_Dxt1NoiseEnable_1_0_4627,
xd3d8::EmuIDirect3DDevice8_SetRenderState_Dxt1NoiseEnable,
#ifdef _DEBUG_TRACE
"EmuIDirect3DDevice8_SetRenderState_Dxt1NoiseEnable"
#endif
},
// IDirect3DDevice8::SetRenderState_Simple
{
(OOVPA*)&IDirect3DDevice8_SetRenderState_Simple_1_0_4627,
xd3d8::EmuIDirect3DDevice8_SetRenderState_Simple,
#ifdef _DEBUG_TRACE
"EmuIDirect3DDevice8_SetRenderState_Simple"
#endif
},
// IDirect3DDevice8::SetRenderState_ZEnable
{
(OOVPA*)&IDirect3DDevice8_SetRenderState_ZEnable_1_0_4627,

View File

@ -385,7 +385,7 @@ extern "C" CXBXKRNL_API void NTAPI EmuInit
{
EmuSwapFS(); // XBox FS
// _asm int 3
_asm int 3
Entry();

View File

@ -413,7 +413,7 @@ HRESULT WINAPI xd3d8::EmuIDirect3D8_CreateDevice
// TODO: Support Xbox extensions if possible
if(pPresentationParameters->MultiSampleType != 0)
{
printf("Warning: MultiSampleType (0x%.08X) Not Supported!\n", pPresentationParameters->MultiSampleType);
printf("*Warning* MultiSampleType (0x%.08X) Not Supported!\n", pPresentationParameters->MultiSampleType);
pPresentationParameters->MultiSampleType = D3DMULTISAMPLE_NONE;
@ -1527,7 +1527,7 @@ HRESULT WINAPI xd3d8::EmuIDirect3DSurface8_LockRect
GetCurrentThreadId(), pThis, pLockedRect, pRect, Flags);
if(Flags & 0x40)
printf("EmuIDirect3DSurface8_LockRect: *Warning* D3DLOCK_TILED ignored!\n");
printf("*Warning* D3DLOCK_TILED ignored!\n");
}
#endif
@ -1731,6 +1731,251 @@ VOID WINAPI xd3d8::EmuIDirect3DDevice8_SetTextureState_TexCoordIndex
return;
}
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_NormalizeNormals
// ******************************************************************
VOID WINAPI xd3d8::EmuIDirect3DDevice8_SetRenderState_NormalizeNormals
(
DWORD Value
)
{
EmuSwapFS(); // Win2k/XP FS
// ******************************************************************
// * debug trace
// ******************************************************************
#ifdef _DEBUG_TRACE
{
printf("EmuD3D8 (0x%X): EmuIDirect3DDevice8_SetRenderState_NormalizeNormals\n"
"(\n"
" Value : 0x%.08X\n"
");\n",
GetCurrentThreadId(), Value);
}
#endif
g_pD3DDevice8->SetRenderState(D3DRS_NORMALIZENORMALS, Value);
EmuSwapFS(); // XBox FS
return;
}
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_TextureFactor
// ******************************************************************
VOID WINAPI xd3d8::EmuIDirect3DDevice8_SetRenderState_TextureFactor
(
DWORD Value
)
{
EmuSwapFS(); // Win2k/XP FS
// ******************************************************************
// * debug trace
// ******************************************************************
#ifdef _DEBUG_TRACE
{
printf("EmuD3D8 (0x%X): EmuIDirect3DDevice8_SetRenderState_TextureFactor\n"
"(\n"
" Value : 0x%.08X\n"
");\n",
GetCurrentThreadId(), Value);
}
#endif
g_pD3DDevice8->SetRenderState(D3DRS_TEXTUREFACTOR, Value);
EmuSwapFS(); // XBox FS
return;
}
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_ZBias
// ******************************************************************
VOID WINAPI xd3d8::EmuIDirect3DDevice8_SetRenderState_ZBias
(
DWORD Value
)
{
EmuSwapFS(); // Win2k/XP FS
// ******************************************************************
// * debug trace
// ******************************************************************
#ifdef _DEBUG_TRACE
{
printf("EmuD3D8 (0x%X): EmuIDirect3DDevice8_SetRenderState_ZBias\n"
"(\n"
" Value : 0x%.08X\n"
");\n",
GetCurrentThreadId(), Value);
}
#endif
g_pD3DDevice8->SetRenderState(D3DRS_ZBIAS, Value);
EmuSwapFS(); // XBox FS
return;
}
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_EdgeAntiAlias
// ******************************************************************
VOID WINAPI xd3d8::EmuIDirect3DDevice8_SetRenderState_EdgeAntiAlias
(
DWORD Value
)
{
EmuSwapFS(); // Win2k/XP FS
// ******************************************************************
// * debug trace
// ******************************************************************
#ifdef _DEBUG_TRACE
{
printf("EmuD3D8 (0x%X): EmuIDirect3DDevice8_SetRenderState_EdgeAntiAlias\n"
"(\n"
" Value : 0x%.08X\n"
");\n",
GetCurrentThreadId(), Value);
}
#endif
// TODO: Analyze performance and compatibility (undefined behavior on PC with triangles or points)
// g_pD3DDevice8->SetRenderState(D3DRS_EDGEANTIALIAS, Value);
printf("*Warning* SetRenderState_EdgeAntiAlias not implemented!\n");
EmuSwapFS(); // XBox FS
return;
}
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_FillMode
// ******************************************************************
VOID WINAPI xd3d8::EmuIDirect3DDevice8_SetRenderState_FillMode
(
DWORD Value
)
{
EmuSwapFS(); // Win2k/XP FS
// ******************************************************************
// * debug trace
// ******************************************************************
#ifdef _DEBUG_TRACE
{
printf("EmuD3D8 (0x%X): EmuIDirect3DDevice8_SetRenderState_FillMode\n"
"(\n"
" Value : 0x%.08X\n"
");\n",
GetCurrentThreadId(), Value);
}
#endif
printf("*Warning* SetRenderState_FillMode not implemented!\n");
EmuSwapFS(); // XBox FS
return;
}
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_FogColor
// ******************************************************************
VOID WINAPI xd3d8::EmuIDirect3DDevice8_SetRenderState_FogColor
(
DWORD Value
)
{
EmuSwapFS(); // Win2k/XP FS
// ******************************************************************
// * debug trace
// ******************************************************************
#ifdef _DEBUG_TRACE
{
printf("EmuD3D8 (0x%X): EmuIDirect3DDevice8_SetRenderState_FogColor\n"
"(\n"
" Value : 0x%.08X\n"
");\n",
GetCurrentThreadId(), Value);
}
#endif
printf("*Warning* SetRenderState_FogColor not implemented!\n");
EmuSwapFS(); // XBox FS
return;
}
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_Dxt1NoiseEnable
// ******************************************************************
VOID WINAPI xd3d8::EmuIDirect3DDevice8_SetRenderState_Dxt1NoiseEnable
(
DWORD Value
)
{
EmuSwapFS(); // Win2k/XP FS
// ******************************************************************
// * debug trace
// ******************************************************************
#ifdef _DEBUG_TRACE
{
printf("EmuD3D8 (0x%X): EmuIDirect3DDevice8_SetRenderState_Dxt1NoiseEnable\n"
"(\n"
" Value : 0x%.08X\n"
");\n",
GetCurrentThreadId(), Value);
}
#endif
printf("*Warning* SetRenderState_Dxt1NoiseEnable not implemented!\n");
EmuSwapFS(); // XBox FS
return;
}
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_Simple
// ******************************************************************
VOID __fastcall xd3d8::EmuIDirect3DDevice8_SetRenderState_Simple
(
DWORD Method,
DWORD Value
)
{
EmuSwapFS(); // Win2k/XP FS
// ******************************************************************
// * debug trace
// ******************************************************************
#ifdef _DEBUG_TRACE
{
printf("EmuD3D8 (0x%X): EmuIDirect3DDevice8_SetRenderState_Simple\n"
"(\n"
" Method : 0x%.08X\n"
" Value : 0x%.08X\n"
");\n",
GetCurrentThreadId(), Method, Value);
}
#endif
printf("*Warning* SetRenderState_Simple not implemented!\n");
EmuSwapFS(); // XBox FS
return;
}
// ******************************************************************
// * func: EmuIDirect3DDevice8_SetRenderState_CullMode
// ******************************************************************