d3d8ltcg: add D3DDevice_GetBackBuffer_8__LTCG_eax1 patch
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d02afcd668
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f7fb1c854a
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@ -304,6 +304,7 @@ g_EmuCDPD;
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XB_MACRO(xbox::void_xt, WINAPI, D3DDevice_DeleteVertexShader, (xbox::dword_xt) ); \
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XB_MACRO(xbox::void_xt, WINAPI, D3DDevice_DeleteVertexShader_0__LTCG_eax1, () ); \
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XB_MACRO(xbox::void_xt, WINAPI, D3DDevice_GetBackBuffer, (xbox::int_xt, D3DBACKBUFFER_TYPE, xbox::X_D3DSurface**) ); \
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XB_MACRO(xbox::void_xt, WINAPI, D3DDevice_GetBackBuffer_8__LTCG_eax1, (D3DBACKBUFFER_TYPE, xbox::X_D3DSurface**) ); \
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XB_MACRO(xbox::X_D3DSurface*, WINAPI, D3DDevice_GetBackBuffer2, (xbox::int_xt) ); \
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XB_MACRO(xbox::X_D3DSurface*, WINAPI, D3DDevice_GetBackBuffer2_0__LTCG_eax1, () ); \
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XB_MACRO(xbox::hresult_xt, WINAPI, D3DDevice_GetDepthStencilSurface, (xbox::X_D3DSurface**) ); \
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@ -3889,6 +3890,15 @@ xbox::X_D3DSurface* CxbxrImpl_GetBackBuffer2
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if (XB_TRMP(D3DDevice_GetBackBuffer) != nullptr) {
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XB_TRMP(D3DDevice_GetBackBuffer)(BackBuffer, D3DBACKBUFFER_TYPE_MONO, &pXboxBackBuffer);
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}
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else if (XB_TRMP(D3DDevice_GetBackBuffer_8__LTCG_eax1) != nullptr) {
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__asm {
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lea eax, pXboxBackBuffer
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push eax
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push D3DBACKBUFFER_TYPE_MONO
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mov eax, BackBuffer
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call XB_TRMP(D3DDevice_GetBackBuffer_8__LTCG_eax1)
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}
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}
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else if (XB_TRMP(D3DDevice_GetBackBuffer2) != nullptr) {
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pXboxBackBuffer = XB_TRMP(D3DDevice_GetBackBuffer2)(BackBuffer);
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}
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@ -3896,7 +3906,7 @@ xbox::X_D3DSurface* CxbxrImpl_GetBackBuffer2
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__asm {
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mov eax, BackBuffer
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call XB_TRMP(D3DDevice_GetBackBuffer2_0__LTCG_eax1)
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mov pXboxBackBuffer, eax
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mov pXboxBackBuffer, eax
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}
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}
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@ -3995,14 +4005,48 @@ __declspec(naked) xbox::X_D3DSurface* WINAPI xbox::EMUPATCH(D3DDevice_GetBackBuf
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// ******************************************************************
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xbox::void_xt WINAPI xbox::EMUPATCH(D3DDevice_GetBackBuffer)
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(
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int_xt BackBuffer,
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int_xt BackBuffer,
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D3DBACKBUFFER_TYPE Type,
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X_D3DSurface **ppBackBuffer
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)
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{
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LOG_FORWARD("D3DDevice_GetBackBuffer2");
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*ppBackBuffer = CxbxrImpl_GetBackBuffer2(BackBuffer);
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*ppBackBuffer = CxbxrImpl_GetBackBuffer2(BackBuffer);
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}
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// ******************************************************************
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// * patch: D3DDevice_GetBackBuffer_8__LTCG_eax1
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// ******************************************************************
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// Overload for logging
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static void D3DDevice_GetBackBuffer_8__LTCG_eax1()
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{
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LOG_FORWARD("D3DDevice_GetBackBuffer2");
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}
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// Test case: NBA 2K2
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// This uses a custom calling convention where parameter is passed in EAX
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__declspec(naked) xbox::void_xt WINAPI xbox::EMUPATCH(D3DDevice_GetBackBuffer_8__LTCG_eax1)
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(
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D3DBACKBUFFER_TYPE Type,
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X_D3DSurface **ppBackBuffer
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)
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{
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int_xt BackBuffer;
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__asm {
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LTCG_PROLOGUE
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mov BackBuffer, eax
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}
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// Log
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D3DDevice_GetBackBuffer_8__LTCG_eax1();
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*ppBackBuffer = CxbxrImpl_GetBackBuffer2(BackBuffer);
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__asm {
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LTCG_EPILOGUE
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ret 8
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}
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}
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bool GetHostRenderTargetDimensions(DWORD *pHostWidth, DWORD *pHostHeight, IDirect3DSurface* pHostRenderTarget = nullptr)
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@ -309,9 +309,18 @@ X_D3DSurface* WINAPI EMUPATCH(D3DDevice_GetBackBuffer2_0__LTCG_eax1)();
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// ******************************************************************
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xbox::void_xt WINAPI EMUPATCH(D3DDevice_GetBackBuffer)
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(
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int_xt BackBuffer,
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D3DBACKBUFFER_TYPE Type,
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X_D3DSurface **ppBackBuffer
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int_xt BackBuffer,
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D3DBACKBUFFER_TYPE Type,
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X_D3DSurface **ppBackBuffer
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);
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// ******************************************************************
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// * patch: D3DDevice_GetBackBuffer_8__LTCG_eax1
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// ******************************************************************
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xbox::void_xt WINAPI EMUPATCH(D3DDevice_GetBackBuffer_8__LTCG_eax1)
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(
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D3DBACKBUFFER_TYPE Type,
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X_D3DSurface **ppBackBuffer
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);
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// ******************************************************************
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@ -90,6 +90,7 @@ std::map<const std::string, const xbox_patch_t> g_PatchTable = {
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PATCH_ENTRY("D3DDevice_EndVisibilityTest_0__LTCG_eax1", xbox::EMUPATCH(D3DDevice_EndVisibilityTest_0__LTCG_eax1), PATCH_HLE_D3D),
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PATCH_ENTRY("D3DDevice_FlushVertexCache", xbox::EMUPATCH(D3DDevice_FlushVertexCache), PATCH_HLE_D3D),
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PATCH_ENTRY("D3DDevice_GetBackBuffer", xbox::EMUPATCH(D3DDevice_GetBackBuffer), PATCH_HLE_D3D),
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PATCH_ENTRY("D3DDevice_GetBackBuffer_8__LTCG_eax1", xbox::EMUPATCH(D3DDevice_GetBackBuffer_8__LTCG_eax1), PATCH_HLE_D3D),
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PATCH_ENTRY("D3DDevice_GetBackBuffer2", xbox::EMUPATCH(D3DDevice_GetBackBuffer2), PATCH_HLE_D3D),
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PATCH_ENTRY("D3DDevice_GetBackBuffer2_0__LTCG_eax1", xbox::EMUPATCH(D3DDevice_GetBackBuffer2_0__LTCG_eax1), PATCH_HLE_D3D),
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PATCH_ENTRY("D3DDevice_GetDisplayFieldStatus", xbox::EMUPATCH(D3DDevice_GetDisplayFieldStatus), PATCH_HLE_D3D),
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