diff --git a/Include/Cxbx.h b/Include/Cxbx.h index 438545143..9ab905da7 100644 --- a/Include/Cxbx.h +++ b/Include/Cxbx.h @@ -66,7 +66,7 @@ typedef signed long sint32; //#define _DEBUG_TRACE // define this to trace warnings -//#define _DEBUG_WARNINGS +#define _DEBUG_WARNINGS // version information #ifndef _DEBUG_TRACE diff --git a/Source/Win32/CxbxKrnl/EmuD3D8.cpp b/Source/Win32/CxbxKrnl/EmuD3D8.cpp index 2823e41ff..c24811b3a 100644 --- a/Source/Win32/CxbxKrnl/EmuD3D8.cpp +++ b/Source/Win32/CxbxKrnl/EmuD3D8.cpp @@ -2461,12 +2461,11 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_SetPixelShader { // simplest possible pixel shader (diffuse only) static const char szDiffusePixelShader[] = - "ps.1.1 \n" + "ps.1.3 \n" " \n" "tex t0 \n" "tex t1 \n" " \n" -// "mov r0, v0 \n"; "mul r0, t0, t1 \n"; LPD3DXBUFFER pShader = 0; @@ -2575,7 +2574,7 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_CreateTexture D3DFORMAT PCFormat = EmuXB2PC_D3DFormat(Format); // TODO: HACK: Devices that don't support this should somehow emulate it! - //* This is OK on my GeForce FX 5600 + /* This is OK on my GeForce FX 5600 if(PCFormat == D3DFMT_D16) { EmuWarning("D3DFMT_D16 is an unsupported texture format!"); @@ -2588,13 +2587,13 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_CreateTexture PCFormat = D3DFMT_X8R8G8B8; } //*/ - //* This is OK on my GeForce FX 5600 + /* This is OK on my GeForce FX 5600 else if(PCFormat == D3DFMT_D24S8) { EmuWarning("D3DFMT_D24S8 is an unsupported texture format!"); PCFormat = D3DFMT_X8R8G8B8; }//*/ - else if(PCFormat == D3DFMT_YUY2) + if(PCFormat == D3DFMT_YUY2) { // cache the overlay size g_dwOverlayW = Width; @@ -2613,7 +2612,7 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_CreateTexture *ppTexture = new X_D3DTexture(); - if(Usage & (D3DUSAGE_RENDERTARGET)) + if(Usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL)) PCPool = D3DPOOL_DEFAULT; hRet = g_pD3DDevice8->CreateTexture