Fisherman166
db1429a4b9
Implement KeReleaseSemaphore based on kernel reverse engineering. Needs KiWaitTest to be implemented to be fully functional.
2020-06-04 21:26:01 -07:00
Anthony Miles
201ab08043
Treat X_D3DSCM_NORESERVEDCONSTANTS as a flag
2020-06-03 00:10:34 +12:00
Fisherman166
49e68a1ecc
Refactor ExReleaseReadWriteLock.
2020-05-28 09:10:51 -07:00
Fisherman166
b72be80b88
Refactor ExAcquireReadWriteLockShared to remove duplicate code.
2020-05-26 09:20:15 -07:00
Fisherman166
a679073ec6
Implement ExReleaseReadWriteLock.
2020-05-25 16:20:02 -07:00
Fisherman166
6f5a1f2c46
Implement ExAcquireReadWriteLockShared.
2020-05-25 16:20:01 -07:00
Fisherman166
a2e623180a
Implement ExAcquireReadWriteLockExclusive.
2020-05-25 16:20:01 -07:00
RadWolfie
ba8adc04f4
add todo comment
2020-05-15 04:01:06 -05:00
RadWolfie
9871b25fa8
move audio converter helper
2020-05-14 19:09:19 -05:00
RadWolfie
95e8642970
fix placeholder reference counter
2020-05-14 18:46:16 -05:00
RadWolfie
97abbd0a7c
replace virtual functions to VMT comments
2020-05-14 18:43:44 -05:00
RadWolfie
ada86a42b5
create gc for EmuDirectSoundBuffer destructor
2020-05-14 18:38:05 -05:00
RadWolfie
fad467196a
add test case comment
2020-05-14 17:13:37 -05:00
RadWolfie
0c5117dc06
reword union data for better readability
2020-05-14 17:13:37 -05:00
RadWolfie
06af046c13
also another fixup for pitch type
2020-05-14 17:13:37 -05:00
RadWolfie
ce0e35b052
oops, volume is signed integer
2020-05-14 17:13:37 -05:00
RadWolfie
8b780f2d5c
remove Xb_Volume member from host's structure
2020-05-14 17:13:37 -05:00
RadWolfie
ee4856a06d
add comments
2020-05-14 17:13:37 -05:00
RadWolfie
72401c44d4
use typedef function pointers for better readability and remove redundant
2020-05-14 17:13:37 -05:00
RadWolfie
e91d1bf23c
finally clean up redundant codes
2020-05-14 17:13:37 -05:00
RadWolfie
04dce78f53
forward xbox audio format to internal voice class
2020-05-14 17:13:37 -05:00
RadWolfie
18a22cd934
fix spacing
2020-05-14 17:13:37 -05:00
RadWolfie
ab142abd69
forward headroom setter to voice
2020-05-14 17:13:37 -05:00
RadWolfie
d7d1d781d8
implement hybrid buffer for partial internal exposure
2020-05-14 17:13:36 -05:00
RadWolfie
dab7a608c2
oops
2020-05-14 17:13:36 -05:00
patrickvl
6d9dfb2dde
Change zero input into a comment instead of LOG_TEST_CASE everyone into madness
2020-05-08 12:13:55 +02:00
patrickvl
ba2d18d17f
Prevent invalid g_Xbox_MultiSampleType values using a setter
...
This avoids zero-dectection later on
Some tooling functions to top it off.
2020-05-08 12:05:29 +02:00
Luke Usher
fec845f6f8
Cleaner fix to the above
2020-05-08 10:00:46 +01:00
Luke Usher
85c0f608e2
Another minor fix
2020-05-08 09:52:54 +01:00
Luke Usher
23104c8280
Fix an issue where rendering broke when MultiSampleType = 0
2020-05-08 09:40:20 +01:00
Luke Usher
e499d3ad07
fix an issue where offset was not used
2020-05-08 09:28:20 +01:00
Luke Usher
b0bcc2fd9b
Add LOG_TEST_CASE as per request
2020-05-08 09:04:58 +01:00
Luke Usher
543756d712
Amendments
2020-05-08 08:49:13 +01:00
Luke Usher
86bb8cad97
Implement support for Xbox MSAA, reducing 'jaggies'
...
Also fixes offset models in GTA3 and potentially others
2020-05-07 22:51:30 +01:00
PatrickvL
555f240319
Merge pull request #1888 from LukeUsher/cleanup-createdevice
...
Cleanup EmuCreateDeviceProxy & Clarify 'Automatic' option
2020-05-07 22:42:57 +02:00
Luke Usher
e17d872356
Fix an issue where the 'Xbox CreateDevice did not call SetRenderTarget' test case would be incorrectly flagged if no depth stencil was provided
2020-05-07 20:51:45 +01:00
Luke Usher
a32b10aa79
oops: fix typo
2020-05-07 13:54:47 +01:00
Luke Usher
f98023bbb8
Cleanup EmuCreateDeviceProxy & Clarify 'Automatic' option
2020-05-07 13:45:39 +01:00
Anthony Miles
ada56843ad
Check for shader handles without shader functions
2020-05-04 22:22:13 +12:00
Anthony Miles
7370a29367
Tidy shader creation and handle property assignment
2020-05-04 21:42:59 +12:00
Anthony Miles
176dc9a38c
Ensure shader has been created before setting it in SetVertexShader
2020-05-04 20:49:03 +12:00
patrickvl
79102c6ef8
Don't free what hasn't been allocated.
...
Don't activate declaration when a shader is merely created
Use X_VSH_MAX_ATTRIBUTES instead of 16
Rename SetCxbxVertexShader into RegisterCxbxVertexShader
2020-05-04 10:18:00 +02:00
patrickvl
9ab91550ae
Rename SetCxbxVertexShaderHandleDeclaration into SetCxbxVertexDeclaration and give it just the Declaration.
...
Also fixed a compiler warning
2020-05-04 10:05:41 +02:00
Anthony Miles
1087b3e645
- Reset shader when shader slots are overwritten
...
- Keep track of the shader slot address
2020-05-04 18:55:51 +12:00
patrickvl
e60d11959c
Add a reminder to g_VertexShaderSource
2020-05-01 10:12:40 +02:00
patrickvl
7d53eaae73
Disabled patches on D3DDevice_GetVertexShaderDeclaration and D3DDevice_GetVertexShaderFunction (all they do is read data from their input arguments, which we don't alter anymore, so these two getters can just as well be left unpatched)
2020-04-30 15:44:24 +02:00
patrickvl
6a8534a22e
Move D3DDevice_LoadVertexShaderProgram implementation to XbVertexShader.cpp
2020-04-30 15:34:22 +02:00
patrickvl
00e85b8af8
Move D3DDevice_CreateVertexShader implementation to XbVertexShader.cpp
2020-04-30 15:27:30 +02:00
patrickvl
932398547e
Move SetCxbxVertexShader to XbVertexShader.cpp
2020-04-30 15:13:39 +02:00
patrickvl
ab6bb98758
Move D3DDevice_DeleteVertexShader implementation to XbVertexShader.cpp
2020-04-30 14:53:10 +02:00
patrickvl
311e1037a6
Move D3DDevice_SelectVertexShader implementation to XbVertexShader.cpp
2020-04-30 14:49:10 +02:00
patrickvl
ddc5d14c52
Move g_VertexShaderSource macro towards VertexShaderSource.cpp (in preparation for the next commit, that's going to use it)
2020-04-30 14:48:04 +02:00
patrickvl
e94be42c40
Fix compile warning on not-supported LOG_TEST_CASE macro argument
...
Fix compile warning on implicit type cast
2020-04-30 14:39:02 +02:00
patrickvl
7bab062ff5
Move D3DDevice_SetVertexShaderConstant implementation to XbVertexShader.cpp
2020-04-30 14:36:59 +02:00
patrickvl
5a222185a3
Move D3DDevice_SetVertexShader implementation to XbVertexShader.cpp
2020-04-30 14:28:32 +02:00
patrickvl
ea5f494a8e
Move DEBUG_D3DRESULT macro towards XbD3D8Logging.h (in preparation for the next commit, that's going to use it)
2020-04-30 14:27:17 +02:00
patrickvl
cc7e1a4069
Fix compile warning on not-supported LOG_TEST_CASE macro arguments
2020-04-30 14:21:13 +02:00
patrickvl
3db98e4e90
Move implementation of D3DDevice_LoadVertexShader towards XbVertexShader.cpp
2020-04-30 13:58:27 +02:00
patrickvl
848f4eeee3
Hide vertex slots behind GetCxbxVertexShaderSlotPtr (which also logs out of range test cases)
2020-04-29 19:08:15 +02:00
patrickvl
c1b58dafb9
Remove everything related to no-longer-set HostFVF variable
2020-04-29 15:14:27 +02:00
Anthony Miles
a2b5d2c466
Improve shader slot emulation
2020-04-27 11:18:16 +12:00
Anthony Miles
eaa095e8a2
- Rename VertexShaderInfo to VertexDeclaration
...
- Move declaration related fields to CxbxVertexShader.Declaration
2020-04-26 22:01:22 +12:00
RadWolfie
c27da955ab
replace placeholder to working emulate_system variable set
2020-04-17 14:54:01 +02:00
RadWolfie
d2f104f251
change KB/MB to KiB/MiB
2020-04-14 20:24:19 -05:00
RadWolfie
1a1019b85c
replace hardcode 384 to blocks_reserved_t plus add comments
2020-04-14 20:24:19 -05:00
RadWolfie
897bc182f8
use enum class for XbeType to resolve warnings
2020-04-14 20:24:19 -05:00
RadWolfie
55f84cd67e
move functions into their own locations
2020-04-14 20:24:19 -05:00
RadWolfie
2ead1e0fe0
move address ranges into AddressRanges header file
2020-04-14 20:24:18 -05:00
RadWolfie
af3858c0d8
add todo comments
2020-04-14 20:24:18 -05:00
RadWolfie
fb7398d7c9
Get maximum reserve memory ranges from host.
...
Plus more fixup to manage reliable memory design on loader launch and emulator.
2020-04-14 20:24:18 -05:00
RadWolfie
8a33562dc8
fix standalone persisted memory support
2020-04-14 20:24:18 -05:00
RadWolfie
b20a970b1d
fix shared memory reboot loss
2020-04-14 20:24:18 -05:00
RadWolfie
7fca148bc6
implement toggle loader project in GUI
2020-04-14 20:24:18 -05:00
RadWolfie
0f38209e4b
use std map pairs instead of string for cli usage
...
Plus enable individual memory shared settings and lock data file path hash whenever in used.
2020-04-14 20:24:18 -05:00
ergo720
11c046e0aa
Suppress warning 4200 (alternative method)
2020-04-14 20:24:18 -05:00
ergo720
446b7efc29
Fix memory manager crashing upon second reboot
2020-04-14 20:24:18 -05:00
ergo720
f1255cb89b
Allow the memory manager to work again with the non-loader approach
2020-04-14 20:24:18 -05:00
ergo720
52f0d6f03b
Updated memory functions to work with the loader
2020-04-14 20:24:18 -05:00
PatrickvL
affc999d70
Loader : Use CxbxMessageBox (a wrapper for Windows' MessageBox API) wherever possible, to avoid repeating the TEXT("Cxbx-Reloaded") caption everywhere, and a different argument-order allowing default argument values and thus more compact code.
2020-04-14 20:24:17 -05:00
patrickvl
f283dff3b6
Loader : Deduplicate code via new CreateSettings()
2020-04-14 20:24:17 -05:00
PatrickvL
254e666bfe
Loader : Shared implementation for termining guiProcessID (and "2nd GUI" mode?!)
2020-04-14 20:24:17 -05:00
patrickvl
170b971a8e
Loader : Deduplicate code via new CreateSettings()
2020-04-14 20:24:17 -05:00
patrickvl
890a5ffd2f
Loader : Merge LaunchEmulation() into CxbxKrnlMain()
2020-04-14 20:24:17 -05:00
patrickvl
37f5a751a1
Loader : Moved HandleFirstLaunch() and LaunchEmulation() towards shared source file (CxbxKrnl.cpp), and call it from our DLL's Emulate() function.
2020-04-14 20:24:17 -05:00
PatrickvL
bf115fe7ab
Complete Emulation DLL project by adding all Cxbx source files (except GUI-related stuff). Entire solution builds again with this.
...
Next steps :
- Actually getting the emulation DLL to work
- Complete CxbxGUI project by adding all Cxbx GUI-related source files
2020-04-14 20:24:17 -05:00
PatrickvL
93c8514700
Loader : Initial drop of a separate *empty* GUI project (probably won't compile either)
2020-04-14 20:24:17 -05:00
patrickvl
420d689d82
Cleaned up of the loader project, added environment checks and documented it somewhat.
2020-04-14 20:24:16 -05:00
PatrickvL
ca6423b484
Reviving my more-than-a-year-old Loader branch, by copying over various things (nothing functional yet)
2020-04-14 20:24:16 -05:00
RadWolfie
739e1928a2
change filter log output to always output
2020-04-13 03:28:58 -05:00
=
63563763dd
vsh: reduce number of instructions required to handle bounds checking
2020-04-13 03:10:23 -05:00
=
8850b52d88
prevent missing polygons with AMD GPU
2020-04-13 03:10:23 -05:00
darkf
eb2bc2dbc8
Use proper constant for XMP_STATUS_RELEASE_CXBXR
2020-04-07 15:32:31 -07:00
darkf
743b3cbdbb
Remove unused extern "C" comments
2020-04-07 03:24:00 -07:00
darkf
bcbdd4c4e0
EmuFile: Fix string being passed as %s formatter
2020-04-07 02:44:40 -07:00
darkf
3a5552e899
EmuKrnlEx: Fix std::atomic usage
2020-04-07 02:44:40 -07:00
darkf
95f6966a43
PVOID casts where necessary
2020-04-07 02:44:39 -07:00
darkf
21733cc594
EmuKrnlLogging: Work around EXCEPTION_DISPOSITION macros in MinGW
2020-04-07 02:44:39 -07:00
darkf
1309f25c7b
Patches: Explicitly construct xbox_patch_t
2020-04-07 02:44:39 -07:00
darkf
4eff9b9dab
Get D3D stuff mostly compiling on Clang
2020-04-07 02:44:39 -07:00
darkf
c64cbfe482
EmuFS: Construct fs_instruction_t by name
2020-04-07 02:44:39 -07:00
darkf
daab20a944
Cast to proper type in case
2020-04-07 02:44:39 -07:00
darkf
c821ac0f02
XbPixelShader: Use empty local to avoid undefined behavior
2020-04-07 02:44:39 -07:00
darkf
b2a5f304bf
Use standard C++ enum forward declarations
2020-04-07 02:44:39 -07:00
darkf
a3a1849e6a
Use GNU alignment attributes in XbConvert
2020-04-07 02:44:39 -07:00
darkf
b8be2efa97
Include missing headers
2020-04-07 02:44:39 -07:00
darkf
fed6245e48
Fix erroneous macro definitions
2020-04-07 02:44:38 -07:00
darkf
d20537fe5b
Remove extern "C" linkage in Emu*, otherwise we get namespace collisions
2020-04-07 02:44:38 -07:00
RadWolfie
661774a8b7
another fixup for FlushEx and worker thread
2020-03-28 02:35:59 -05:00
RadWolfie
959bb22dfc
add debug message for buffer/stream release functions
2020-03-28 01:50:46 -05:00
PatrickvL
1bc861ac52
Merge pull request #1852 from LukeUsher/clear_sw_interrupt_flag
...
kernel: Clear IRR register on software interrupt processing
2020-03-24 15:19:08 +01:00
Luke Usher
637e562080
kernel: Clear IRR register on software interrupt processing
...
Fixes a hang that can occur due to an infinite loop of interrupts under
certian conditions.
2020-03-24 14:05:53 +00:00
RadWolfie
aca3c17440
replace printf and forward EmuLogEx with INIT str to EmuLogInit
2020-03-21 23:06:44 -05:00
RadWolfie
da9e727330
fix missing calls to DSStream_Packet_Process
2020-03-13 23:49:49 -05:00
RadWolfie
178ec004c8
another flush async fix
2020-03-13 23:47:23 -05:00
RadWolfie
145e827d68
update SynchPlayback debug log more verbose
2020-03-13 13:33:38 -05:00
RadWolfie
0bf0e32df0
fix Discontinuity and GetStatus
2020-03-13 13:33:34 -05:00
RadWolfie
4a27006ce6
fix audio flush async worker
2020-03-13 13:33:25 -05:00
Luke Usher
951520ece1
Merge pull request #1835 from RadWolfie/fix-wfx-format-sanity
...
Fix Sanity and Organize wfxformat into Functions
2020-02-26 06:49:59 +00:00
RadWolfie
b2d5b5c7e8
fix sanity and organize wfxformat into functions
2020-02-20 23:12:54 -06:00
Anthony Miles
605c31af46
Remove GetViewportOffsetAndScale patches
2020-02-16 19:47:56 +13:00
Anthony Miles
f48b9478ac
D3DDevice_GetVertexShaderType
2020-02-16 19:46:29 +13:00
Anthony Miles
d056bbf308
Remove D3DDevice_GetVertexShaderSize patch
2020-02-16 19:41:48 +13:00
Anthony Miles
0c6a13e975
Create VSHCACHE logging code for the shader cache
2020-02-08 19:50:26 +13:00
Anthony Miles
553ff18dff
Reduce log spam. The vertex declaration is already logged
2020-02-08 19:50:26 +13:00
Anthony Miles
2506c9d395
Move shader setting logic into a method
2020-02-08 19:50:25 +13:00
Anthony Miles
c8de83922a
VertexShaderSource manages creation and caching of vertex shaders
...
Shaders are compiled asynchronously
2020-02-08 19:50:25 +13:00
Luke Usher
38b03b3fe3
Merge pull request #1821 from NZJenkins/vsh_split
...
Move D3D9-specific vertex shader code out of XbVertexShader
2020-02-07 09:01:09 +00:00
Luke Usher
339473e63b
Merge pull request #1827 from NZJenkins/fix_hlsl_vreg_init
...
Fix argument order in HLSL lerp call
2020-02-07 08:56:45 +00:00
Anthony Miles
fd68ee4d1f
- Fix argument order in HLSL lerp call
...
- Renaming for clarity
2020-02-07 19:50:59 +13:00
Anthony Miles
484f46db59
- drop some parameters from EmuCompileShader
...
- when the shader is empty, expect success with no compiled shader output
2020-02-04 20:51:32 +13:00
Anthony Miles
9cea5bfe9a
Move D3D9-specific vertex shader code out of XbVertexShader
2020-02-04 20:51:32 +13:00
RadWolfie
c6d9eac9f4
disable XAudioCreateAdpcmFormat patch
2020-02-02 11:21:01 -06:00
RadWolfie
9780a63644
minor fixes for DirectSound plugin
2020-02-02 11:21:01 -06:00
RadWolfie
187c53eaf9
add LOGRENDER_MEMBER_ARRAY_TYPE feature to logging file
2020-01-27 22:20:15 -06:00
RadWolfie
a513cea260
fix audio log crash from titles below 4039 build
2020-01-27 22:14:30 -06:00
RadWolfie
51ffcb5015
add WAVEFORMATEXTENSIBLE struct to logging file
2020-01-27 22:14:04 -06:00
RadWolfie
1197152b5a
fix audio stream flush functions
2020-01-24 17:23:08 -06:00
RadWolfie
a31f5f7e34
fix Gauntlet Dark Legacy intro videos by sleep longer
2020-01-22 12:20:06 -06:00
RadWolfie
6aae3548e6
improve stream's packets process
2020-01-22 12:20:06 -06:00
RadWolfie
8fb60f6806
put dsstream's packet functions into its own file
2020-01-22 12:13:13 -06:00
RadWolfie
54421832e5
fix audio stream's packet larger than host buffer size
2020-01-22 12:13:13 -06:00
Luke Usher
f2ae91785c
psh: skip FixOverusedRegisters on all LRP instructions
2020-01-16 22:24:20 +00:00
Luke Usher
b64fcff530
Fix hang in WWE Raw 2 after previous PR
2020-01-16 20:57:23 +00:00
Luke Usher
3b06181c0c
Merge pull request #1811 from PatrickvL/avoid_lrp_error
...
Prevent error X5765 on pixel shader LPR opcode
2020-01-16 09:15:05 +00:00
RadWolfie
a375faba51
fix audio frequency by set only given frequency value instead of from host function
2020-01-11 02:04:39 -06:00
RadWolfie
7199f44cbb
extend HLE DSOUND relative log modules
2020-01-08 18:30:26 -06:00
RadWolfie
a57156fe4e
split classes into their own files
2020-01-08 18:30:26 -06:00
RadWolfie
b581073f07
remove duplicate log reports
2020-01-08 18:30:26 -06:00
Luke Usher
e937bc13d9
Fix a crash when converting certain, large vertex shaders
...
This allows DOA3 to play again after it was broken by the HLSL work.
The cause of the crash was a Stack Overflow when compiling the shader,
caused by allocating a large object on the stack.
Instead, this commit allocates the XboxVertexShaderDecoder on the heap
instead, which thanks to the unique_ptr smart pointer, automatically
gets freed when it goes out of scope.
2020-01-01 22:29:28 +00:00
PatrickvL
cb4d27728c
This moves construction of lookup strings outside call-locations towards a central LookupTrampolines() function, reducing the overhead of calling a trampoline down to a minimum.
2019-12-31 12:04:06 +01:00
patrickvl
36569f0d2e
This prevents "error X5765: Dest register for LRP cannot be the same as first or third source register" in WWE RAW2.
...
A little background information :
When compiling pixel shaders, to facilitate later optimizations, FixOverusedRegisters() inserts MOV opcodes reading from constant, vertex color or texture registers, and writing to a free R register slot.
In this case, this transformed :
````
lrp r0, c0,r2,c1
````
into
````
mov r0, c0
lrp r0, r0,r2,c1
````
Not only introduces this a completely useless additional MOV (to R0, which is overwritten by the next LRP opcode), but it also results in LRP reading from R0, which is the same register it's writing to, which seems to be forbidden.
This fix prevents that from happening, by not-inserting a MOV when this situation would arise.
It's possible there exist more such scenario's, but let's tackle them when they are reported.
As for the other change in this commit : Instead of repeating a nearly identical while-loop three times, this loop is now wrapped in a for-loop, that handles all three versions (for PARAM_C, PARAM_V and PARAM_T type registers).
2019-12-26 14:56:28 +01:00
RadWolfie
8fd6253ad1
Merge pull request #1809 from PatrickvL/d3d-visibility-test_pvl
...
Implement BeginVisibilityTest, EndVisibilityTest and GetVisibilityTestResult
2019-12-25 12:13:24 -06:00
patrickvl
a21cb8f0fd
Clearer LOG_TEST_CASE message
2019-12-25 17:11:37 +01:00
PatrickvL
e79a4e4131
Merge pull request #1808 from RadWolfie/sync-xbsymboldatabase
...
Update to Latest XbSymbolDatabase API Change
2019-12-25 16:37:11 +01:00
RadWolfie
5a5c3b67a5
update to latest XbSymbolDatabase API change
2019-12-25 09:08:41 -06:00
PatrickvL
0d43bc19aa
Continue with Voxel9's work, and extend it with support for multiple indexed occlusion queries
2019-12-25 16:02:23 +01:00
Voxel9
fd2a0506af
Add an explanation for the GetData while loop in GetVisibilityTestResult
2019-12-23 20:10:45 +00:00
Voxel9
1727b7e22b
Add D3D query nullptr check for GetVisibilityTestResult
2019-12-23 18:52:48 +00:00
Voxel9
566136c195
Add checks for EndVisibilityTest
2019-12-23 18:44:19 +00:00
Voxel9
d45101a7f5
Check whether CreateQuery succeeds before accessing output
2019-12-22 23:37:02 +00:00
Voxel9
81b1e87594
Move, assign and prefix global query variable appropriately
2019-12-22 22:30:54 +00:00
Voxel9
f1db14b053
Implement BeginVisibilityTest, EndVisibilityTest and GetVisibilityTestResult
2019-12-22 20:00:36 +00:00
patrickvl
f97a642bc9
Fixed XDK Fog sample over-saturation by literally saturating all COLOR-semantic outputs (oD0, oD1, oB0 and oB1)!
...
Also updated the ARL bias, applied the frexp intrinsic to our LOGP function and updated LIT according to 6e3a387c01/src/Shader/ShaderCore.cpp (L1168)
2019-12-22 16:15:35 +01:00
Luke Usher
f23c9adae1
Fix vertex state shader compilation in Spy vs Spy^
2019-12-19 19:34:46 +00:00
PatrickvL
56af31aede
Remove unneeded HostDeclarationSize
2019-12-19 18:16:36 +01:00
PatrickvL
270462d22c
Replaced Parameter.Active with ParamCount
2019-12-19 17:12:52 +01:00
patrickvl
f9410dace0
Added Register out-of-range LOG_TEST_CASE's
...
Named consistently CXBX specific vertex shader constants
2019-12-19 00:50:43 +01:00
patrickvl
1f83a28a01
Trigger test case popup (instead of just log) when vertex shader can't be compiled (which gives us valuable feedback for now).
...
Removed obsolete hostTemporaryRegisterCount variable
2019-12-18 22:56:28 +01:00
patrickvl
f3d8120c6f
Revert unrelated changes
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Made RegVIsPresentInDeclaration a class XboxVertexDeclarationConverter protected data member.
2019-12-18 22:45:46 +01:00
patrickvl
d28b4836fd
Halve the selection of input attrbibute or constant, using lerp.
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For this, made sure that the crossover value (as set in SetOverrideFlags) is either 0 or 1.
Also replaced the v0..v15 defines by actual variables. Instead, manually unrolled the initialization code via a concatenating define.
2019-12-18 21:45:44 +01:00
patrickvl
499297993c
Remove IsMAC and replace it in HLSL generation with it's underlying condition
2019-12-18 20:12:25 +01:00
PatrickvL
9634329033
Avoid regex_replace by cutting up HLSL template into two raw strings.
2019-12-18 20:12:25 +01:00
Anthony Miles
016f8361b5
Remove dummy shader fallback
2019-12-18 20:12:25 +01:00
Anthony Miles
13df253853
regex_replace first occurrence only
2019-12-18 20:12:25 +01:00
Anthony Miles
949aecd862
Set optimization level 0
2019-12-18 20:12:24 +01:00
PatrickvL
adc065b0bc
Revert "TMP mechassault hack"
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This reverts commit d616e94c117d3e1f0e8ce35bfc97d9f845d3c5b7.
2019-12-18 20:12:24 +01:00
PatrickvL
325e663c9f
Further cleanup
2019-12-18 20:12:24 +01:00
PatrickvL
ac36e6a0d4
Avoid using uninitialized class members
2019-12-18 20:12:24 +01:00
PatrickvL
ebbb8e961f
Moved a few functions to a better suitable location, and marked a few class functions 'static'
2019-12-18 20:12:24 +01:00
PatrickvL
18a27a64de
Refactor vertex shader decoding types and functions into a class
2019-12-18 20:12:23 +01:00
patrickvl
eeced5f0a9
Removed one unnecessary intermediate vertex shader decoding layer
2019-12-18 20:12:23 +01:00
patrickvl
5fe0a16cc6
Renamed vertex shader hlsl file, and prepared it for future extensions to behave closer to specifications (nothing changed for now)
2019-12-18 20:12:23 +01:00
patrickvl
cc594ca8d7
Further simplifications in vertex shader decoding to intermediate instructions
2019-12-18 20:12:22 +01:00
Anthony Miles
9ee7bb451f
Fix logp z component
2019-12-18 20:12:22 +01:00
Anthony Miles
f9e5f51815
Fix dph src1.w double-add
2019-12-18 20:12:22 +01:00
Anthony Miles
1cebf018e2
Use int instead of uint for compatibility with optimizer level 0
2019-12-18 20:12:21 +01:00
Anthony Miles
f8b1e35482
fix pInstruction typo
2019-12-18 20:12:21 +01:00
Anthony Miles
ab1061634d
TMP mechassault hack
2019-12-18 20:12:21 +01:00
Anthony Miles
0aa0dce8fb
Hack to make sure pre-transformed and regular geometry go into the same coordinate space
2019-12-18 20:12:20 +01:00
PatrickvL
ec2032bf0d
Made sure that intermediate vertex shader instructions are never empty
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Move A0_X indexing boolean from per-parameter to per-instruction, where it belongs.
2019-12-18 20:12:20 +01:00
PatrickvL
ff1412b3d9
Use an HLSL accessor function for reading constant registers, allowing Xbox-native negative indices and out-of-bounds handling. This makes the generated HLSL look closed to the original Xbox vertex shader assembly.
2019-12-18 20:12:20 +01:00
PatrickvL
d74e5947ee
Refactor vertex shader microcode conversion to intermediate isntructions, fixing pairing bugs like ignore MAC R1 writes
2019-12-18 20:12:20 +01:00
PatrickvL
50a51657b0
Force A0's X mask during decoding (in VshAddInstructionMAC_ARL) instead of HLSL conversion (in OutputHlsl)
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Also applied Unix EOL style (again)
2019-12-18 20:12:20 +01:00
Anthony Miles
619b276d81
Generate more accurate viewport values, so we can reverse transforms in the vertex shader more generally
2019-12-18 20:12:19 +01:00
Anthony Miles
5d2ef854fb
Remove popups about register usage, now that HLSL is used
2019-12-18 20:12:19 +01:00
Anthony Miles
b9db301791
Add LOG_TEST_CASE for writes to constants
2019-12-18 20:12:19 +01:00
Anthony Miles
136083d72a
SetVertexData4f support
2019-12-18 20:12:19 +01:00
patrickvl
ba5d25e2ed
Only disassemble HLSL under debug log level
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Fix arl by forcing .x mask on a0 parameter
2019-12-18 20:12:19 +01:00
patrickvl
b330198fe6
Reorder vertex shader code
2019-12-18 20:12:19 +01:00
patrickvl
1365d2e7e1
Vertex shader HLSL : More commenting, reordering, renaming and fixing
2019-12-18 20:12:18 +01:00
patrickvl
cb95bbb46f
Make sure HLSL scalar outputs are replicated
2019-12-18 20:12:17 +01:00
patrickvl
a0de74ffd9
Make sure all HLSL parameters regardless their swizzle, are cast to float4 before the actual calculation commences
2019-12-18 20:12:17 +01:00
patrickvl
8ed16b9f5a
Reorder vertex shader decoding code
2019-12-18 20:12:15 +01:00
PatrickvL
07ceaf96d5
Avoid all implicit typecast warnings, by casting all HSLS calculations to a float4, and apply the output mask to that as well
2019-12-18 20:12:15 +01:00
PatrickvL
339af7b500
Pass mask as argument into the opcode defines.
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Also fixed a few HLSL issues that crept in the previous commit
2019-12-18 20:12:15 +01:00
PatrickvL
5b2ff4e278
Simpler determination of used parameters per opcode
2019-12-18 20:12:14 +01:00
PatrickvL
127e51302e
Wrap (or replace) HLSL functions with defines, so that destination swizzles work as expected without too much syntax deviation.
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Also adjusted a few hlshl functions to be more accurate
2019-12-18 20:12:14 +01:00
PatrickvL
46fbfad52d
Remove assembly version and replace regex with dedicated streaming
2019-12-18 20:12:14 +01:00
PatrickvL
c039562e7f
Reformat HLSL code
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Prefer HLSL functions over #defines
Avoid implicit conversion warnings in HLSL template code
Move scalar W selection towards HLSL helper function
Apply scalar component fixup after instead of before conversion to HLSL
2019-12-18 20:12:14 +01:00
Anthony Miles
200b7c493e
Use log2, exp2
2019-12-18 20:12:14 +01:00
Anthony Miles
bd55f17f0d
- Move ILU ops together
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- Some ops use the .w component by default. Ensure they will use w instead of x, if the default xyzw swizzle was used
2019-12-18 20:12:14 +01:00
Anthony Miles
59c8ee936f
Add line numbers to shader debug
2019-12-18 20:12:14 +01:00
Anthony Miles
05f1f90603
fixup texcoord comments
2019-12-18 20:12:13 +01:00
Anthony Miles
b61bfd32af
- Use MAC defines, remove functions
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- Fix truncation compiler warning in x_dp3
2019-12-18 20:12:12 +01:00
Anthony Miles
eaa7bbca41
At debug log level, log shader warnings even if the shader compiled
2019-12-18 20:12:12 +01:00
PatrickvL
a9d3b5cdde
Better hlsl consistency
2019-12-18 20:12:12 +01:00
PatrickvL
c1ba533455
Include the hlsl code as a raw string
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Make all Xbox VSh opcodes consistent (using an x_ function or macro)
Replace switch statements with table lookups, making the code much more compact
2019-12-18 20:12:11 +01:00
Anthony Miles
e372a80a8d
Workaround bad masks on single component outputs
2019-12-18 20:12:09 +01:00
Anthony Miles
a258d5d759
file location hack
2019-12-18 20:12:09 +01:00
Anthony Miles
5d21af8a0e
Implement more HLSL functions
2019-12-18 20:12:09 +01:00
Luke Usher
19f0affd21
Negate Screen Space Transforms instead of deleting from shader
2019-12-18 20:12:08 +01:00
Anthony Miles
fd1555535e
HACK
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Get HLSL compiling
2019-12-18 20:12:08 +01:00
Anthony Miles
8382adfaab
fixup dp3, dph
2019-12-18 20:12:08 +01:00
Anthony Miles
620c98da80
Interpret r12 as oPos
2019-12-18 20:12:08 +01:00
Anthony Miles
2102bffee2
Ensure dp3 and dph use float3 dot products
2019-12-18 20:12:08 +01:00
Anthony Miles
551516a52a
fix typo
2019-12-18 20:12:08 +01:00
Anthony Miles
65f6ff3497
fix missing bracket
2019-12-18 20:12:08 +01:00
Anthony Miles
c3fbc46b7c
c() bounds check
2019-12-18 20:12:07 +01:00
Anthony Miles
ef3b5d7217
Fix bias typo
2019-12-18 20:12:07 +01:00
Anthony Miles
650174ea83
- Reverse screenspace transform properly
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- Move Xbox variable 'a' inside main
- Fix rcc reversed clamp
2019-12-18 20:12:07 +01:00
Anthony Miles
780cb6c578
fix rcc typo
2019-12-18 20:12:07 +01:00
Anthony Miles
504b8ddba6
Fix swizzle behaviour
2019-12-18 20:12:06 +01:00
Anthony Miles
b24ea2309c
Fix HLSL debug logging
2019-12-18 20:12:05 +01:00
Anthony Miles
3cd2f73332
Apply scaling hack
2019-12-18 20:12:05 +01:00
Anthony Miles
c6242b798c
remove junk files
2019-12-18 20:12:03 +01:00
Anthony Miles
21712cb4de
Implement remaining xbox functions
2019-12-18 20:12:03 +01:00
Anthony Miles
389e50a570
more hlsl
2019-12-18 20:12:03 +01:00
Anthony Miles
da6fc5f35c
TMP more stuff
2019-12-18 20:12:02 +01:00
Anthony Miles
62015b1499
initial
2019-12-18 20:12:02 +01:00
Luke Usher
be42ab7a0f
Nasty hack to fix hl2 crash during switch to ingame
2019-12-17 19:45:30 +00:00
Luke Usher
b62333551c
kernel: Define and init IdexChannelObject
2019-12-16 21:53:02 +00:00
patrickvl
b76f4c5d5a
Fixed black texture regression in Bloodrayne (and possibly all other reported cases); Turned out to be an oversight (GetHostBaseTexture 2nd argument is not the TextureStage, but D3DUsage, dug!). I had to re-do each change line by line, testing as I went, to find this... Ah well, at least it didn't have anything to do with the new cache!
2019-12-01 17:16:57 +01:00
patrickvl
ce191a66e0
Fixed incorrect assumption : Xbox doesn't have a D3DCOMMON_VIDEOMEMORY flag at all, so we can't identify resources with it either!
2019-12-01 15:41:34 +01:00
PatrickvL
8664e6cc3d
Potential fix for the "CreateCubeTexture Failed!" regression, by restoring GetHostBaseTexture to it's previous behaviour (if this works, I'll create a separate issue with all relevant detail so that we can follow-up on this later)
2019-11-28 17:00:50 +01:00
PatrickvL
01bd2d026e
Lower impact of this PR by storing a few things that won't hurt much
2019-11-28 16:27:39 +01:00
PatrickvL
de1b815542
Split up resource cache in two, one for paletized textures (which gets pruned when it overflows),
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one for all other resources (which cache doesn't prune, like it did not do before, too).
This way, only paletized textures get pruned from their specialized cache, while other resources,
including render-targets (which can't be paletized) will stay resident in the general cache (which won't overflow).
Doing it this way, probably fixes the reported black texture regressions,
but it might also lead to less of a performance increase than before.
2019-11-28 15:56:31 +01:00
PatrickvL
b03551535c
Changed our resource cache key into a struct, to greatly reduce the chance of hash collisions.
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This can solve part of the reported regressions (but there's more, like not-pruneing render targets).
2019-11-26 15:22:43 +01:00
PatrickvL
e281d1e490
Renamed EmuD3DActiveTexture into g_pXbox_SetTexture
2019-11-25 15:55:09 +01:00
PatrickvL
db45305a5f
Call PruneResourceCache() once per draw (in CxbxUpdateNativeD3DResources instead of in EmuVerifyResourceIsRegistered), this might prevents black textures.
2019-11-25 15:55:08 +01:00
PatrickvL
d09381c5a3
Prepare for setting surfaces as active SetTexture's (disabled for now).
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Consequences of this change :
GetHostBaseTexture won't be called on X_D3DCOMMON_TYPE_SURFACE anymore.
GetHostTexture became obsolete because of this,
Also corected a few typo's & made bits of code simpler.
2019-11-25 15:55:08 +01:00
PatrickvL
1b2b320b36
Avoid scaling factor rounding issues, by always applying g_RenderScaleFactor as a multiplier (never as a divisor).
2019-11-25 15:55:08 +01:00
PatrickvL
1332ba3ef0
Revert unintentional change
2019-11-25 15:55:07 +01:00
PatrickvL
f5bc947964
Minor code cleanups
2019-11-25 15:55:07 +01:00
PatrickvL
3be6429300
Cater for actual palette size
2019-11-25 15:55:06 +01:00
PatrickvL
5d3cae890c
Include a palette hash in the texture lookup key, instead of patching Palette_Lock functions and freeing textures when setting palette's.
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To avoid overflowing the resource cache, PruneResourceCache now applies cache eviction as well.
2019-11-25 15:55:06 +01:00
PatrickvL
67068303de
Merge pull request #1789 from PatrickvL/correct_d3d_enums
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Corrected old ordering of D3DTOP enum elements.
2019-11-25 15:54:10 +01:00
Anthony Miles
100be789e2
Implement extra log component calculations
2019-11-22 19:18:29 +13:00
PatrickvL
6ba97108c6
Corrected old ordering of D3DTOP enum elements.
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This fixes alpha texture blending on titles that use D3D XDK 3948 and older
2019-11-21 11:43:12 +01:00
PatrickvL
068cefe444
Merge pull request #1772 from LukeUsher/nic-debugging
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Fix IP network traffic
2019-11-20 17:09:20 +01:00
PatrickvL
7cac893aa6
Merge branch 'develop' into expp_handling
2019-11-20 17:02:55 +01:00
Luke Usher
8be7402227
Merge pull request #1783 from PatrickvL/impl
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Introduce two CxbxImpl_*'s for as-yet unimplemented functions.
2019-11-20 15:56:40 +00:00
Luke Usher
81bf7e06c7
Merge pull request #1771 from PatrickvL/correct_render_state_info
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Corrections in render state information
2019-11-20 15:54:10 +00:00
patrickvl
8aef04f83a
Comment-only change, no function impact;
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Re-orded render state verification comments incrementally, like this:
"Verified [absent in X, ]present in Y[ , removed in Z]" (whereby X < Y < Z).
This makes these comments easier to read and understand.
2019-11-20 16:38:29 +01:00
PatrickvL
db90d6a8b8
Verified all render states; Updated D3DRS_MULTISAMPLEMODE to 4039 (might even be 4034)
2019-11-19 17:40:50 +01:00
PatrickvL
ae05bdba58
Correct D3DRS_MULTISAMPLERENDERTARGETMODE from 4039 to 4034.
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This has no functional impact anyway, since there's no host renderstate associated with this (and later) render states.
2019-11-19 15:52:34 +01:00
PatrickvL
ae3fbc67c7
Rename g_SetStreamSources into g_Xbox_SetStreamSource (which better reflects it's contents)
2019-11-18 17:57:02 +01:00
PatrickvL
9cf3591393
Turn Cxbx version define into a variable
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This is intended to reduce the number of files that need to be
recompiled when updating a repository.
2019-11-18 14:44:44 +01:00
PatrickvL
5814eaa7fd
Do the extended availability check of render states everywhere it might have an impact.
2019-11-18 12:06:48 +01:00
patrickvl
d5a5e9fc9a
Disable X_D3DRS_MULTISAMPLETYPE in a simpler way, which also allows for easier disabling of other render states as well (would the need ever arise).
2019-11-17 16:17:10 +01:00
patrickvl
2c46324320
Replaced two literal numbers by their corresponding symbols (no functional change, just an improvement that was due)
2019-11-16 22:32:49 +01:00
PatrickvL
477ab534c5
This commit solved the fact that X_D3DRS_MULTISAMPLEMODE replaces the older X_D3DRS_MULTISAMPLETYPE (which was available below 4039).
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This allows restoring X_D3DRS_MULTISAMPLEMODE back to 4361 where it belongs (as far as we know).
Adjusted X_D3DRS_MULTISAMPLERENDERTARGETMODE to XDK 4039 (was 4242)
Made comments on DxbxRenderStateInfo and _X_D3DRENDERSTATETYPE consistent again.
Also use X_D3DRS_* FIRST / LAST defines wherever applicable.
This is a subset of work done earlier in 67cfc36fca
2019-11-16 21:48:15 +01:00
patrickvl
8dfb3e20c2
Introduced CxbxImpl_SetStreamSource, and simplified it's storage.
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Also some renaming and comments (all this copied over from Vsh_unpatching)
2019-11-16 17:12:20 +01:00
patrickvl
2012d86522
Introduce two CxbxImpl_*'s for as-yet unimplemented functions.
2019-11-16 14:44:29 +01:00
Anthony Miles
4c4b0f4022
Use xbox, host, prefixes
2019-11-16 22:51:29 +13:00
Anthony Miles
22e6fe58e0
Add shader comments
2019-11-16 21:04:32 +13:00
Anthony Miles
56b78fbdfe
expp returns 1 in the w component
2019-11-16 21:04:32 +13:00
Anthony Miles
8902118a66
Use const
2019-11-16 21:04:32 +13:00
PatrickvL
e47fe0787a
Co-ordinate usage of reserved registers
2019-11-16 21:03:21 +13:00
PatrickvL
b3671fe0e4
Read Fog color through GetXboxRenderState (not via host GetRenderState), just like all other states.
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Also updated a few random comments and stuff mentioning the now-obsolete EmuMappedD3DRenderState.
Removed unused code and replaced manual conversion of DWORD to 4 ARGB floats by using D3DXCOLOR.
2019-11-15 17:59:16 +01:00
Anthony Miles
c5b0457dec
- Reserve a scratch register, and avoid interfering with registers reserved for undeclared v
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- Assume 32 registers are available for simplicity
- Reserve space for all 16 v registers
2019-11-15 21:05:29 +13:00
Anthony Miles
3b787aeef5
Update expp instruction handling
2019-11-14 22:28:03 +13:00
Luke Usher
829177f57a
Better implementation of RtlAssert
2019-11-12 20:14:27 +00:00
Luke Usher
6b08ee81cc
Fix kernel event handling
2019-11-12 20:14:27 +00:00
Luke Usher
8bf71bd7df
Merge pull request #1769 from PatrickvL/nv2a_callbacks
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Support Xbox Direct3D "read" callback events
2019-11-12 10:48:05 +00:00
Anthony Miles
f9e8bb64f6
Make sure we truncate the contents of the 'a' register, so it isn't rounded to the nearest integer
2019-11-12 22:33:50 +13:00
Luke Usher
1a64cbd2f4
Revert "Disable Read callbacks again"
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This reverts commit d0655335d3
.
2019-11-09 22:57:31 +00:00
Luke Usher
7bd88cfb14
Fix a crash caused by double-free of g_pD3DDevice
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This was only a problem for release builds, as the code for this was
disabled in Debug builds.
This fixes the crash when booting halo: It was unrelated to the (now
disabled) callbacks
2019-11-09 22:55:44 +00:00
PatrickvL
d0655335d3
Disable Read callbacks again
2019-11-07 18:30:48 +01:00
PatrickvL
9aea68534e
Merge pull request #1763 from PatrickvL/variable_renaming
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Small code-cleanup
2019-11-07 16:20:02 +01:00
PatrickvL
d1d0700504
Introduce host CPU idle wait function.
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Introduce host GPU flushing functionality.
Put Xbox callbacks into a queue instead of keeping around only one.
Use host GPU query events to emulate callback events at roughly the same time when the NV2A Xbox GPU would.
All this can be (programmatically) disabled by a g_bHack_DisableHostGPUQueries boolean (later, this could be made configurable).
2019-11-05 15:29:03 +01:00
PatrickvL
b36286a237
Move Xbox callback insertion and handling into separate functions, and call them where appropriate.
2019-11-05 15:25:05 +01:00
patrickvl
364499cda0
Reordered Direct3D global variables
2019-11-02 17:03:06 +01:00
patrickvl
54bd0e2a18
Change NULL into nullptr or xbnullptr or xbnull, depending the situation
2019-11-02 16:24:37 +01:00
patrickvl
e41d684cfa
Renamed global variables (taken from Vsh_unpatching), removed (or commented-out) unused variables, and additional comments
2019-11-02 16:24:36 +01:00
Fred Hallock
8ae612fdb7
Add support for relative Xbe paths ( #1766 )
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* Fixed an issue where the Xbe path needs to be absolute. I added a call to std::filesystem::absolute to resolve the path to absolute at the earliest that it is accessed from __argv so that there is no chance for it to cause a problem.
2019-11-02 09:41:13 +00:00
PatrickvL
7508ec190e
Comment-only change : Make "test-case" comment mentions consistent
2019-10-28 09:40:03 +01:00
patrickvl
fa76ffe140
Finally fixed Indiana Jones regressions (BaseVertexIndex mustn't be enlarged when drawing indexed quads through a converted index buffer).
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Also some renaming
2019-10-28 09:31:43 +01:00
patrickvl
91575822a8
Corrected arguments for indexed quad draws
2019-10-28 09:31:42 +01:00
patrickvl
4591e40712
Potential fix for Indiana Jones regression?
2019-10-28 09:31:42 +01:00
patrickvl
ec25283551
Addressed code review remarks, by adding explanations in comments and renaming a few arguments
2019-10-28 09:31:41 +01:00