Luke Usher
1e677f30c1
Use a higher precision clock for more accurate VBlank timing
2017-09-19 13:30:07 +02:00
Luke Usher
dea313b234
More NV2A Work
2017-09-19 13:30:07 +02:00
Luke Usher
a3c6c17c24
Line ending consistency
2017-09-19 13:30:07 +02:00
Luke Usher
d573332431
More PGRAPH
2017-09-19 13:30:07 +02:00
Luke Usher
c9cc6eced0
More NV2A porting from XQEMU
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Current Status:
Official XDK titles deadlock while calling BlockOnTime.
NXDK titles are generating render commands and appear to be working, although we do not actually implement pgraph yet, so we get a blank screen.
2017-09-19 13:30:07 +02:00
Luke Usher
abdaf89602
Move interrupt processing thread to CxbxKrnl rather than specific to EmuNV2A
2017-09-19 13:30:07 +02:00
Luke Usher
9fccb952b2
EmuNV2A: Fix a crash caused by a double lock.
2017-09-19 13:30:07 +02:00
Luke Usher
ce1ecf1371
More NV2A work
2017-09-19 13:30:07 +02:00
Luke Usher
4465f2a33a
More porting from XQEMU + Fixed a major Cxbx-Unique NV2A BUG
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DEVICE_READ/WRITE_32_REG:
Registers were being written to the completely wrong addresses!
2017-09-19 13:30:07 +02:00
Luke Usher
10f783470c
Remove TEST dialog: Not required
2017-09-19 13:30:07 +02:00
Luke Usher
a1048d0042
Working towards making Interrupt support more generic/less NV2A specific
2017-09-19 13:30:07 +02:00
Luke Usher
147b293c8c
Oops: Interrupt Service Routine was being called with the wrong calling convention.
2017-09-19 13:30:07 +02:00
Luke Usher
e36a607009
NV2A Interrupts now fire in an Xbox thread!
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The interrupt service routine runs, sets up the DPC call, but then the global kernel DPC handler crashes when accessing the KPCR.
This DPC code is marked as experimental, so it needs work.
2017-09-19 13:30:07 +02:00
Luke Usher
6814e2afeb
Make sure HLE Vblank doesn't get triggered when LLE is enabled
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Make GetNextVBlankTime available to EmuNV2A
2017-09-19 13:30:07 +02:00
Luke Usher
03ce1333a4
More porting from XQEMU.
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LLE execution now gets stuck on D3D_BlockOnTime.
Could be lack of interrupts.
2017-09-19 13:30:07 +02:00
Luke Usher
fb74bb8e9c
Disable CreateDevice/KickPushBuffer patches
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Allows NV2A LLE to take over this part of bootup.
NOTE: This needs testing extensively before merging is possible.
2017-09-19 13:30:07 +02:00
Luke Usher
338b627b2b
Porting NV2A From QEMU
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No PGRAPH emulation yet, but this is enough to get past Direct3D_CreateDevice init.
2017-09-19 13:30:07 +02:00
PatrickvL
0bb636b9e0
Merge remote-tracking branch 'origin/PixelPorting' into PixelPorting
2017-09-19 09:40:15 +02:00
PatrickvL
7cbdd7b430
Allow merging this code by NOT switching over to new pixel shader code yet (it requires more work before this can be enabled).
2017-09-19 09:33:32 +02:00
PatrickvL
09872bf16d
First attempt to use Dxbx pixel shader code. Will probably crash. It'd better to base this on Luke's work to get D3D_CreateDevice running unpatched. That way, many patches (including PixelShader related ones) can be disabled, allowing much easier emulation.
2017-09-19 09:33:31 +02:00
PatrickvL
6d131d5fc0
Finished translation of functional part of Dxbx Pixel Shader conversion code.
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(Albeit PSH_XBOX_SHADER::DecodedToString is still incomplete).
2017-09-19 09:33:31 +02:00
PatrickvL
2149e4a4a5
Nearly finished back-porting Dxbx pixel shader conversion code.
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With this change, Cxbx-Reloaded is linking again.
Two functions need to be completed (PSH_XBOX_SHADER::DecodedToString and ConvertConstantsToNative), after which testing can commence!
2017-09-19 09:33:31 +02:00
PatrickvL
19b7a5da33
Corrected all other pixel-shader comments which got damaged by a global find&replace
2017-09-19 09:33:31 +02:00
PatrickvL
92f4581d3c
Fix global find&replace errors
2017-09-19 09:33:31 +02:00
PatrickvL
5cbf7b61fd
Another batch of translation (about 40% to go)
2017-09-19 09:33:30 +02:00
PatrickvL
901d16785e
Half-way translating pixel shader conversion code from Dxbx (Delphi) to Cxbx-Reloaded (C++)
2017-09-19 09:33:30 +02:00
PatrickvL
a325f6aa87
Back porting of more Dxbx PixelShader conversion types.
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Also moved most of the types from PixelShader.h to PixelShader.cpp
2017-09-19 09:33:30 +02:00
PatrickvL
1f966bc7eb
More back porting of Dxbx pixel-shader related type definitions and comments
2017-09-19 09:33:30 +02:00
PatrickvL
8ff5c497e7
Started back-porting Dxbx pixel shaders
2017-09-19 09:33:30 +02:00
PatrickvL
5a10e350a0
Allow merging this code by NOT switching over to new pixel shader code yet (it requires more work before this can be enabled).
2017-09-19 09:33:02 +02:00
PatrickvL
bf690c855c
First attempt to use Dxbx pixel shader code. Will probably crash. It'd better to base this on Luke's work to get D3D_CreateDevice running unpatched. That way, many patches (including PixelShader related ones) can be disabled, allowing much easier emulation.
2017-09-18 18:32:10 +02:00
PatrickvL
19e329add7
Finished translation of functional part of Dxbx Pixel Shader conversion code.
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(Albeit PSH_XBOX_SHADER::DecodedToString is still incomplete).
2017-09-18 15:08:27 +02:00
PatrickvL
e44f6bcf55
Nearly finished back-porting Dxbx pixel shader conversion code.
...
With this change, Cxbx-Reloaded is linking again.
Two functions need to be completed (PSH_XBOX_SHADER::DecodedToString and ConvertConstantsToNative), after which testing can commence!
2017-09-18 11:21:15 +02:00
PatrickvL
ad74c23946
Corrected all other pixel-shader comments which got damaged by a global find&replace
2017-09-18 09:38:53 +02:00
PatrickvL
327e76c935
Fix global find&replace errors
2017-09-17 19:11:49 +01:00
PatrickvL
d00a33ef81
Another batch of translation (about 40% to go)
2017-09-17 18:49:52 +01:00
PatrickvL
73482456db
Half-way translating pixel shader conversion code from Dxbx (Delphi) to Cxbx-Reloaded (C++)
2017-09-17 17:13:27 +01:00
PatrickvL
f465a27362
Back porting of more Dxbx PixelShader conversion types.
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Also moved most of the types from PixelShader.h to PixelShader.cpp
2017-09-16 16:46:22 +01:00
PatrickvL
1441c3e54f
More back porting of Dxbx pixel-shader related type definitions and comments
2017-09-16 15:16:59 +01:00
Luke Usher
8b11cce5b6
Merge pull request #729 from PatrickvL/TextureConversion
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Texture conversion
2017-09-13 21:19:58 +01:00
PatrickvL
d10111416a
Started back-porting Dxbx pixel shaders
2017-09-13 20:57:33 +01:00
PatrickvL
afe83b60d2
Fixed XPR0 logo assumptions, allowing Amped logo to be read correctly
2017-09-13 16:49:32 +01:00
PatrickvL
144545c2fe
Also load logo bitmaps from DDS resources.
2017-09-13 15:26:54 +01:00
PatrickvL
ace5132f33
Removed g_pSupportsP8 in favor of g_pSupportsTextureFormat[X_D3DFMT_P8]
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Also renamed g_bSupportsYUY2 into g_bSupportsYUY2Overlay
2017-09-13 15:26:54 +01:00
PatrickvL
1ac4a87f21
Compare supported textures formats with FourCC types
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Also, index supported textures with Xbox D3D format, as host formats would require a huge array.
2017-09-13 15:26:54 +01:00
PatrickvL
fd861043ac
Dump FourCC codes
2017-09-13 15:26:54 +01:00
PatrickvL
f197b1308f
Build up a table of CheckDeviceFormat results
2017-09-13 15:26:54 +01:00
PatrickvL
c2d21642d3
Cleanup of Certificate usage
2017-09-13 15:26:54 +01:00
PatrickvL
75b8242294
Removed g_pSupportsP8 in favor of g_pSupportsTextureFormat[X_D3DFMT_P8]
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Also renamed g_bSupportsYUY2 into g_bSupportsYUY2Overlay
2017-09-11 13:45:27 -05:00
PatrickvL
3d0bf5a65a
Compare supported textures formats with FourCC types
...
Also, index supported textures with Xbox D3D format, as host formats would require a huge array.
2017-09-11 13:45:27 -05:00