RadWolfie
265bb3a8e4
Check if it is already defined.
2018-06-07 20:22:36 -05:00
RadWolfie
dff0ef183b
Fix type cast for NV2A ptimer.
2018-06-07 20:15:39 -05:00
RadWolfie
be049defa9
return empty string by default.
2018-06-07 20:11:20 -05:00
RadWolfie
f1a42a7b1b
Fix empty case warnings for NV2A various source codes
2018-06-07 19:58:27 -05:00
RadWolfie
03f672e58a
int is a signed int by default, enforce to use unsigned int.
2018-06-07 19:47:14 -05:00
RadWolfie
7ef45a6bf9
Fix return with a cast
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I think it is best to use guint64 for hashes.
2018-06-07 19:46:18 -05:00
RadWolfie
dbc7c226df
Bypass visual studio's possible bug
2018-06-07 19:45:00 -05:00
RadWolfie
87c1594432
clip's width and height are not float type.
2018-06-07 19:43:55 -05:00
RadWolfie
5a8adcd2b6
Fix empty case warnings for NV2A PFB source code
2018-06-07 19:30:40 -05:00
RadWolfie
6bd9bd2123
Fix empty case warnings for NV2A Debug source code
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Since it only has default input without any case filled in. Warning should be ignored for time being until graphic dev team start filling more in.
2018-06-07 19:06:02 -05:00
RadWolfie
9e44e1aa93
Rename _logPrefix to _logThreadPrefix
2018-06-07 17:44:08 -05:00
RadWolfie
89366e7d69
Prevent stack corruption for warning message
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Co-Authored-By: Luke Usher <luke.usher@outlook.com>
2018-06-07 17:43:43 -05:00
Luke Usher
8b9c62f729
Merge pull request #1246 from PatrickvL/push_buffer
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Push buffer
2018-06-07 19:27:05 +01:00
PatrickvL
c17f926162
D3D : SetViewport should check for an assigned render target first!
2018-06-07 18:45:03 +02:00
PatrickvL
18bef9379c
D3D : Limit SetViewport to RenderTarget bounds. This could fix some cases where nothing is visible.
2018-06-07 18:42:27 +02:00
PatrickvL
ad9a9c3205
Revert "D3D : More HLE pushbuffer refactoring - state is now kept and/or reset more correctly"
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This reverts commit 78381cc0f2
.
2018-06-07 18:09:13 +02:00
PatrickvL
4d663eb0c5
D3D : Remove more obsolete debugging features
2018-06-07 18:06:42 +02:00
PatrickvL
78381cc0f2
D3D : More HLE pushbuffer refactoring - state is now kept and/or reset more correctly
2018-06-07 17:35:15 +02:00
PatrickvL
e8c8872d33
D3D : More HLE pushbuffer refactoring - it's starting to look (and work) more and more like the LLE counterpart!
2018-06-07 17:03:34 +02:00
PatrickvL
bf5061c8f7
D3D : Removed obsolete pushbuffer tracking code
2018-06-07 14:37:18 +02:00
PatrickvL
b166af9bbc
D3D : HLE Pushbuffer refactorings, using an identical approach as LLE.
2018-06-07 14:36:31 +02:00
patrickvl
3d740be8a3
Add the text "LOG_TEST_CASE:" to popup-messages, so this will get logged too.
2018-06-07 10:19:42 +02:00
PatrickvL
cafc1d3bbd
D3D : Push buffer command refactoring, modelled after envytools but in more explicit steps (first handling command type, then instruction, then flags).
2018-06-07 10:19:42 +02:00
PatrickvL
e8b12345f8
D3D : Disabled common popup in push buffer drawing (for non-FVF shaders)
2018-06-07 10:19:42 +02:00
PatrickvL
29d634784b
D3D : Documented SwitchTexture and disabled common popup
2018-06-07 10:19:41 +02:00
PatrickvL
2a7c8d2476
D3D : Added push buffer call and return support (just because NV2A_PGRAPH does it too)
2018-06-07 10:19:41 +02:00
PatrickvL
4aee93fe86
D3D : Push buffer command handling improvements
2018-06-07 10:19:41 +02:00
PatrickvL
4504926a57
NV2A : Prepare activation of shader_cache (all that's left is defining USE_SHADER_CACHE and then search path corrections to include glib_compat.h successfully)
2018-06-07 10:19:40 +02:00
PatrickvL
403d86ecb5
NV2A : Update pgraph-prefixed functions to always start with a verb.
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Also, renamed attribute variables to vertex_attribute (and introduce it at one more location).
2018-06-07 10:19:40 +02:00
patrickvl
29cab51a4a
D3D : Attempt to render push buffer with non-FVF vertex shader (for now only when there's one stream)
2018-06-07 10:19:40 +02:00
patrickvl
f41175c42f
D3D : Documented Pushbuffer test-cases, and some code-cleanup
2018-06-07 10:19:39 +02:00
patrickvl
fa9e364841
D3D : Fixed pushbuffer command decoding, and added a few test-cases
2018-06-07 10:19:39 +02:00
patrickvl
e86540fade
LOG_TEST_CASE triggers a popup again, but only under DEBUG builds.
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This partailly rolls back part 04b618cf1d
2018-06-07 10:19:39 +02:00
PatrickvL
0158e91d2a
D3D : Expanding HLE push-buffer drawing
2018-06-07 10:19:39 +02:00
Luke Usher
4f353eef91
Merge pull request #1253 from RadWolfie/dsound-volume-hot-fix
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DSound Volume Hot-fix
2018-06-07 06:44:24 +01:00
RadWolfie
9eab19ae00
Only need convert counter to LONG
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Reduce conversion necessary for optimization.
2018-06-06 23:07:29 -05:00
RadWolfie
0911180933
Rely on front speakers only
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Since rear speakers can be set to silent, it affect the audio to become silent too with average setup.
Plus DirectSound API doesn't support individual speaker volume, using front left and right speaker are the only solution for HLE with DirectSound. OpenAL API might not have this type of support for HLE anyway.
2018-06-06 22:52:31 -05:00
RadWolfie
88ee1bfe88
Fix volume average conversion
2018-06-06 22:47:18 -05:00
Luke Usher
b30f01b987
Update test case for regNum > 12
2018-06-06 19:27:20 +01:00
Luke Usher
24fd2bddd3
Fix stack corruption when regnum > 12
2018-06-06 19:24:30 +01:00
Luke Usher
97222b6de0
Fixed-Point alternative implementation for rdtsc replacement
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Both slightly faster, and more accurate than the previous implementation
Thanks haxar!
2018-06-05 10:54:54 +01:00
PatrickvL
d700120994
Merge pull request #1247 from RadWolfie/logging-update
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Output log once for both debug and release builds
2018-06-04 10:48:31 +02:00
RadWolfie
cb613dbfec
Update to use existing log macro
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Thanks to @PatrickvL for the suggestion.
2018-06-04 01:59:48 -05:00
RadWolfie
c9bc4aa12d
Add missing log prefix for DSound
2018-06-04 01:57:52 -05:00
RadWolfie
fd10061978
Output log once for both debug and release builds
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Suppressing warnings from release build isn't ideal. With this commit, we can have better idea what we really need to fix.
Plus spamming log isn't ideal either.
2018-06-03 12:22:50 -05:00
RadWolfie
fe48980d29
DSP binary is not supported in HLE
2018-06-03 12:10:47 -05:00
RadWolfie
b75807b1bd
Remove custom DSound log marco
2018-06-03 11:38:49 -05:00
RadWolfie
323cf48a9c
Update logs to output real result
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Since DSP relative functions are not supported for DirectSound class from Vista and newer. We cannot provide support anyway. OpenAL has better support by the way.
2018-06-03 11:38:03 -05:00
Luke Usher
880233192a
Merge pull request #1244 from jackchentwkh/xinput_fix
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Xinput fix and minor clean up
Doesn't fix lensflare, but may fix some other titles
2018-06-02 18:43:45 +01:00
Luke Usher
de7d2929b7
Merge pull request #1245 from PatrickvL/log_mask
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Log masks with their actual value
2018-06-02 18:39:44 +01:00
patrickvl
b2f5ee9c0b
Log masks with their actual value
2018-06-02 16:49:52 +02:00
jackchentwkh
c529f51672
fix Otogi non-responsive input issue, again :Q
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ChangeConnected flag must be set together with CurrentConnect.
2018-06-02 13:12:47 +08:00
jackchentwkh
925f993944
correct the note the XInput subtype #define
2018-06-02 13:11:59 +08:00
Voxel9
0249c7daab
God damn CR LF line endings...
2018-06-01 23:03:16 +01:00
Voxel9
b2529c8013
SetRenderState_FillMode fix for 5849 titles (and maybe others)
2018-06-01 22:56:06 +01:00
Luke Usher
8052795154
Call Xbox SetRenderTarget to update internal state
2018-06-01 15:52:53 +01:00
Luke Usher
9682a3f01d
ooops
2018-06-01 09:41:33 +01:00
Luke Usher
15c234031a
Fix an issue where the ucSubType was derived incorrectly
2018-06-01 09:39:42 +01:00
Luke Usher
16e976636b
Not-Required patch cleanup + Fix D3DDevice_SetIndices signature
2018-05-31 22:10:07 +01:00
Luke Usher
09021d29c0
Merge pull request #1230 from LukeUsher/merge-registered-and-host-resource-maps
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Merge g_RegisteredResources and g_HostResources into a combined g_XboxDirect3DResources.
2018-05-31 18:08:52 +01:00
Luke Usher
b928d0da23
Don't use an additional variable
2018-05-31 18:07:39 +01:00
Luke Usher
29dbe8b019
Merge pull request #1231 from jackchentwkh/vsbc_typo_fix
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fix typos of controller mapping dialog and virtual SB dialog.
2018-05-31 16:59:25 +01:00
Luke Usher
d05967370b
We don't need this extra variable
2018-05-31 16:57:51 +01:00
Luke Usher
d3403e2e8c
Reduce speed impact of BackBuffer copy: Huge performance boost for some titles
2018-05-31 16:53:31 +01:00
Luke Usher
e692b6e433
Revert accidental change
2018-05-31 16:29:56 +01:00
Luke Usher
928d416161
Merge g_RegisteredResources and g_HostResources into a combined
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g_XboxDirect3DResources.
This cleans up the code, prevents issues caused by inconsistenies
between the two structures and also pretty much halves the number of lookups that happen per call to GetHostResource, bringing a (slight) performance boost
2018-05-31 16:24:38 +01:00
Luke Usher
a2bd0bbaa3
Merge pull request #1228 from LukeUsher/dont-force-depth=1
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Don't force Depth = 1
2018-05-31 13:33:35 +01:00
Luke Usher
c1db127c3b
Don't force Depth = 1
2018-05-31 13:23:14 +01:00
Luke Usher
04b618cf1d
LOG_TEST_CASE now shows an identifable log entry rather than a popup message
2018-05-31 11:04:53 +01:00
jackchentwkh
2ad3f2bad6
fix typos of controller mapping dialog and virtual SB dialog.
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correct control names accordingly.
2018-05-30 16:52:53 +08:00
PatrickvL
e8353f565f
D3D : Fix detection of unused registers in vertex shader recompiler - `declaredRegisters` wasn't zero-initialized, it's random contents lead to random vertex-shader conversion errors.
2018-05-29 17:13:40 +02:00
PatrickvL
a38da81d7f
D3D : Fix pushbuffer based drawing by calling CxbxUpdateNativeD3DResources from there too.
2018-05-29 15:55:41 +02:00
Luke Usher
86a3f88cf6
Merge pull request #1200 from PatrickvL/d3d9_vertex_shader
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More porting work towards Direct3D 9
2018-05-29 13:33:22 +01:00
jackchentwkh
6edf293699
Add controller port configuration GUI and support virtual SB controller with feedback status ( #1196 )
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* Add XB_ prefix for xbox XInput related structures and variables to prevent mis-use host equivalent.
Add newly findings for device table related info.
* Revert g_Controller ZeroMemory() calls.
now the XINPUT_STATE is correctly refering to host type, no need to specify the name space.
* Add X_CONTROLLER_HOST_BRIDGE structure type.
Prepare for configurabale host input, and virtual xbox controller.
* Fix DeviceInfo initialization when device table is not found.
always set state to enable rumble.
* experimenting virtual SteelBatalion controller.
using console as controller output.
using XInput and direct input combined keys
* first attem to emulat SteelBatalion controller works.
* add dialog file to solution
* Restore missing dialog files and functions
* Minor fix
* fix dialog control grouping
now registry works.
* refine some controller related constants
* Using Dialog for showing
SBC controller feedback
add possibility of using same dialog for virtual controller input.
* using EmuUpdateTickCount() as modeless dialog message handler.
sort of working.
revert the dlg message handling from wnd.cpp
* Finally the dialog for virtual SB controller feedback status works!
modeless dialog got issues. modal dialog will occupy focus. only way is to use a DLL, load the DLL when cxbx-r emulation child process started, and create a dummy window from DLL then create a modal dialog.
lots of code change and clean up.
* fix debug build, use same character set setting for all configurations.
* restore C++ optimiztion setting in master
* remove unitended included ribbon resources
* removed necessary official document mentioning
* Add src/CxbxVSBC/Release and src/CxbxVSBC/Debug to .gitignore
* Move Host Port assignment related code to src/common/win32
* fix merge confliction
* oops, fix merge conflictions again.
* Add OLD_XINPUT mark for those marked out old XInput code. need to be reviewed in the future.
* remove unintended binary files
* fix debug build, again.
revert unindteded changes to submodule
* rever unintended submodule change
* Relocate project to build/Win32 folder
Co-Authored-By: anita999 <anita999@ms12.hinet.net>
* Restore sln file base on master
* Include project dependency to build
* Final fixup for sln file
* Restore original new line code
* Update Wnd.cpp
* Remove old include
* Include CxbxVSBC.dll into AppVeyor
This should be the last fixup for pull request.
* Fix merge-conflict
* Fix files encode format to UTF-8
* treat .rc file as text instead of binary
* Revert "treat .rc file as text instead of binary"
This reverts commit 034039d723
.
2018-05-29 13:33:01 +01:00
PatrickvL
3f885fb202
D3D9 : More accurate decoding of packed integer to float
2018-05-28 16:54:24 +02:00
PatrickvL
73de67367a
D3D9 : Vertex shader declaration recompile fixes
2018-05-28 16:15:04 +02:00
Voxel9
5939f68125
Remove unnecesary space after brace
2018-05-28 11:27:16 +01:00
Voxel9
18a48546fe
Remove "LED" text and replace with LLE flags text
2018-05-28 11:24:57 +01:00
patrickvl
b23e8cf3f3
D3D9 : More capability checks
2018-05-27 21:04:22 +02:00
patrickvl
d0a499c545
D3D9 : Also check D3DDTCAPS during vertex element conversion
2018-05-27 20:57:16 +02:00
blueshogun96
7c06c9b7c1
Cleanup duplicate handle on initial APC creation failure
2018-05-27 10:50:29 -07:00
patrickvl
2668a01a87
D3D9 : Honour D3DCaps for all DECLTYPES
2018-05-27 15:55:17 +02:00
patrickvl
25dc517226
D3D9 : Use an alias for pixel shader constant type
2018-05-27 14:45:56 +02:00
blueshogun96
9800c0d494
Keep original formatting
2018-05-26 12:41:18 -07:00
blueshogun96
ec7cd60b97
Cleanup duplicated handles for APCs
2018-05-26 12:14:04 -07:00
Jan Gocník
006b49937c
QueryMemory reports host allocated memory
2018-05-25 15:15:09 +02:00
patrickvl
341edd2512
D3D9 : Honour D3DCaps for UBTYE4 support
2018-05-25 08:38:05 +02:00
RadWolfie
3dc9d0dfd7
Hotfix EEPROM
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Found the source of cause, after this change. Attempted to reproduce the issue no longer return. Now everything works as intended.
2018-05-24 20:46:47 -05:00
RadWolfie
25c495341d
Another update
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* LOWEST_USER_ADDRESS use the same address as XBE_IMAGE_BASE
* Restored 2nd statement check
2018-05-24 12:58:30 -05:00
RadWolfie
5404211da9
Fix previous commit
2018-05-24 12:29:21 -05:00
Jan Gocník
c2f944f31f
NtQueryVirtualMemory fixed
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It now properly reports allocations (even for user memory).
2018-05-24 12:24:44 -05:00
PatrickvL
726c1ed77e
D3D9 : Small rename
2018-05-24 14:30:23 +02:00
PatrickvL
b54411774e
D3D : More Direct3D 9 porting of vertex element conversion code (using more sensible types and code)
2018-05-24 14:15:49 +02:00
PatrickvL
f235caca57
D3D9 : Porting more of the vertex shader conversion code
2018-05-24 10:58:11 +02:00
Luke Usher
d661ccd0b5
Merge pull request #1198 from PatrickvL/xbdm
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Xbdm
2018-05-24 09:51:54 +01:00
PatrickvL
0682970e42
Project fixups
2018-05-24 10:36:24 +02:00
jarupxx
e81e6ed7ee
D3D : Add patch for LTCG optimized D3DDevice_SetPixelShaderConstant
2018-05-23 20:57:42 +09:00
PatrickvL
356b7c5a27
xbdm : Initial commit; Thunk table + importing (2 functions already imported by debugchannel.xbe XDK sample)
2018-05-22 15:09:58 +02:00
jarupxx
32e89f73c3
D3D : Fix parameter in D3DDevice_SelectVertexShader_0
2018-05-22 19:40:56 +09:00
Jan Gocník
ab64d5e96a
XInputSetState: properly update the Status array
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When a new SetState request is recieved, make sure to either
queue it to the polling thread or return a SUCCESS. Otherwise
the requesting thread will die waiting for something you
didn't take not of.
2018-05-20 23:01:22 +02:00