Commit Graph

3339 Commits

Author SHA1 Message Date
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
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
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
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
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
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.
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
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)
* 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
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
* 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
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
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
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
Jan Gocník cfa3c3d5ac Fix in SetState polling loop
Once the pFeedback->Header.hEvent event is set, the game is free to free
the buffer that it was pointing to. In HP1 game, the pointer
even lead to the stack. Because that stack was changing a lot,
pFeedback->Header.dwStatus eventually resolved to a non-zero
value and we started to overwrite some random memory.
2018-05-20 21:35:40 +02:00
blueshogun96 12986a78f2 User APC threads require special permissions to work 2018-05-20 11:04:17 -07:00
RadWolfie 46c079cf5e
Merge pull request #1192 from RadWolfie/master
Force unpatch XActEng
2018-05-19 11:21:47 -05:00
RadWolfie 9724361717 Force unpatch XActEng
Since we are not emulating XActEng directly. We can unpatch all of it base on old HLEDatabase document.

P.S. XActEng is a wrapper of DSound.
2018-05-19 11:17:44 -05:00
RadWolfie e1e2bbc676 Reword to match enum selections 2018-05-19 00:20:31 -05:00
RadWolfie 093c9e20d2 Show correct icon to popup message dialog 2018-05-19 00:08:59 -05:00
Jan Gocník 9771f989d0 Fix some CriticalSection bugs
The main issue was that the corresponding Event to the CriticalSection
wasn't created when the CriticalSection was and the return value of
KeWaitForSingleObject wasn't checked, so the STATUS_INVALID_HANDLE
was quitely ignored.

This actually gets Harry Potter and the Sorcerer's Stone to intro.
2018-05-18 23:50:39 +02:00
Luke Usher 7eafccbf68 Prevent pgraph_update_surface when OpenGL is not enabled 2018-05-18 16:04:17 +01:00
Luke Usher 5d29536932 Fix a crash in Crash Bandicoot when using a non-rendertarget Cube Texture 2018-05-18 14:20:26 +01:00
Luke Usher 9c27e04a37 Fix local Debug build. Hopefully AppVeyor fixed too 2018-05-18 13:28:52 +01:00
Luke Usher b3cdf0dbfd Use one global EEPROM Reset function when required 2018-05-18 13:25:42 +01:00
Luke Usher 377f388279 Fix Cube Mapping! 2018-05-18 12:10:23 +01:00
Luke Usher da61ebab94 Add some notes to D3DDevice_Swap 2018-05-18 08:59:27 +01:00
Luke Usher bacbba2fd1 Initialize default Serial No. to Cxbx-R 2018-05-17 14:25:58 +01:00
Luke Usher b80de27d12 Prevent exceptions on invalid NtDll handle 2018-05-17 14:25:46 +01:00
Luke Usher 7e9c70cdec SetRenderTarget should update the g_bHasDepthStencil flag 2018-05-17 10:47:16 +01:00
Luke Usher 8f638512af Fix a crash when GetHostResource failes within D3DDevice_GetBackBuffer 2018-05-17 08:44:02 +01:00
RadWolfie a9d09457dd Remove leftover file (Currently in XbSymbolDatabase project) 2018-05-16 18:27:01 -05:00
RadWolfie 913087c21f Fix warning messages
* \src\cxbxkrnl\emursa.cpp(1032): warning C4018: '<': signed/unsigned mismatch
* \src\cxbxkrnl\emursa.cpp(1034): warning C4018: '<=': signed/unsigned mismatch
* \src\cxbxkrnl\emuxapi.cpp(256): warning C4018: '<': signed/unsigned mismatch
* \src\cxbxkrnl\emufile.cpp(331): warning C4267: '=': conversion from 'size_t' to 'xboxkrnl::USHORT', possible loss of data
* \src\cxbxkrnl\emuxinput.cpp(63): warning C4789: buffer 'g_Controller' of size 16 bytes will be overrun; 24 bytes will be written starting at offset 0
* \src\cxbxkrnl\emud3d8\convert.cpp(769): warning C4244: '=': conversion from 'uint32' to 'uint8', possible loss of data
* \src\cxbxkrnl\emud3d8\convert.cpp(770): warning C4244: '=': conversion from 'uint32' to 'uint8', possible loss of data
* \src\cxbxkrnl\emud3d8\convert.cpp(771): warning C4244: '=': conversion from 'uint32' to 'uint8', possible loss of data
* \src\cxbxkrnl\gloffscreen\gloffscreen_common.cpp(64): warning C4018: '<': signed/unsigned mismatch
* \src\devices\video\emunv2a_pfifo.cpp(81): warning C4805: '|': unsafe mix of type 'xbaddr' and type 'bool' in operation
* \src\devices\video\emunv2a_pgraph.cpp(3103): warning C4838: conversion from 'int' to 'unsigned int' requires a narrowing conversion
* \src\devices\video\nv2a_vsh.cpp(704): warning C4018: '<': signed/unsigned mismatch
* \src\devices\video\nv2a_shaders.cpp(231): warning C4018: '<': signed/unsigned mismatch
* \src\devices\video\emunv2a_pgraph.cpp(2938): warning C4018: '<': signed/unsigned mismatch
* \src\devices\video\emunv2a_pgraph.cpp(3749): warning C4018: '<': signed/unsigned mismatch
* \src\devices\video\emunv2a_pgraph.cpp(2972): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
* \src\devices\video\emunv2a_pgraph.cpp(2973): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
2018-05-16 18:22:19 -05:00
PatrickvL 73e08f2ba2
Merge pull request #1179 from RadWolfie/master
Editorconfig second revision
2018-05-16 20:17:15 +02:00
RadWolfie ccff183600 Editorconfig second revision
* Apply only for src and resource directories.

With this setup, it should work as intended only for Cxbx-Reloaded's source code without affecting third-party projects.
2018-05-16 10:20:48 -05:00
Luke Usher 626da4df66 Use D3DUSAGE_RENDERTARGET within D3DDevice_GetBackBuffer 2018-05-16 08:21:28 +01:00
Luke Usher 8ba14178ec Fix Destination Rect 2018-05-16 08:19:33 +01:00
Luke Usher 4e166b697f Update GetBackBuffer to use the xbox backbuffer surface 2018-05-15 23:06:50 +01:00
Luke Usher 07f7c04145 Fix upscaled rendering (dashboard, others) 2018-05-15 22:53:16 +01:00
Luke Usher cf505dcfe8 Previous approach still had issues... for now lets ignore multisampling and fix it later. This PR is specifically for RenderTarget afterall. 2018-05-15 22:44:54 +01:00
Luke Usher 91803d0ec3 Fix titles using multisampling without breaking direct backbuffer access 2018-05-15 21:54:10 +01:00
PatrickvL b44ee57c56 D3D : Limit viewport scaling for field-rendering to backbuffer only.
Restore filtering mode when copying Xbox to host backbuffer.
Fixed Direct3D 9 SetRenderTarget.
Described some test-cases.
2018-05-15 09:29:47 +02:00
PatrickvL 69574b9b8e D3D : Try to dither the backbuffer copy
Also a few D3D9 porting changes.
2018-05-14 18:25:06 +02:00
PatrickvL cb798bb901 D3D : Less logging on Swap problems 2018-05-14 16:23:48 +02:00
PatrickvL 19053ae6b0 D3D : Attempt to render movies on multi-sample back buffers (and some curious notes on that) 2018-05-14 16:13:12 +02:00
PatrickvL 9935518b10 D3D : Fix double-width backbuffer issue, by using D3DMULTISAMPLE_2_SAMPLES too in our host CreateDevice call 2018-05-14 16:13:10 +02:00
PatrickvL c85f47fcc0 VS2015 compile fix, fixes issue #1170 2018-05-14 16:13:09 +02:00
PatrickvL cc52c5ece8 D3D : In D3DDevice_SetRenderTarget, pass applicable D3DUsage (D3DUSAGE_RENDERTARGET or D3DUSAGE_DEPTHSTENCIL) as argument to GetHostSurface (and thus also needs to be passed to GetHostResource, EmuVerifyResourceIsRegistered, GetHostBaseTexture and CreateHostResource). This fixes the shadow surface in Dolphin XDK sample (and probably many other situations) 2018-05-14 16:13:09 +02:00
PatrickvL 37e77f72f4 Oops 2018-05-14 16:13:08 +02:00
PatrickvL a3ccb931d2 D3D : Cleanup overlay code, acknowledging color-space conversion render state 2018-05-14 16:13:07 +02:00
PatrickvL 4ab28196b2 D3D : EmuPC2XB_D3DFormat can now return linear (by default) or swizzled formats 2018-05-14 16:13:06 +02:00
PatrickvL 39ff82ea85 Blit overlay to host backbuffer during swap too (#7) 2018-05-14 16:13:06 +02:00
Luke Usher 156a22d2a2 SetRenderTarget no longer fails!
This is the first commit working towards fixing RenderTargets and seperating the host/xbox backbuffers.
NOTE: This is largely incomplete, this is just the first step.

Currently known issues:
  - YUV Overlays/FMV in some titles are currently very broken and rather slow
  - Probably a lot more: please report issues/regressions
2018-05-14 16:13:05 +02:00
RadWolfie c1c34e50b2 Plus D3DDevice symbol check if exist too. 2018-05-14 01:45:31 -05:00
RadWolfie ff4b0a1022 Pre-fixup before start to use re-intialize DSound. 2018-05-14 01:31:59 -05:00
RadWolfie 4169bd86e3 Fixup D3D States code and device. 2018-05-14 01:31:02 -05:00
RadWolfie 7271a454f9 Temp disable debug message from DSound's volume 2018-05-12 21:25:22 -05:00
RadWolfie c77a95ae31 Don't perform find, check if value is 0 by default 2018-05-12 20:42:20 -05:00
RadWolfie f1689f11f2 Remove old code 2018-05-12 20:41:12 -05:00
RadWolfie f3f4f1e44b Workaround fix for time being with LLE enabled 2018-05-12 20:13:38 -05:00
PatrickvL 3ec6263e2f
Merge pull request #1162 from x1nixmzeng/rtl-locale-fixes
Fixed RtlUpperChar/RtlLowerChar
2018-05-12 22:20:14 +02:00
x1nixmzeng 462c9ec7d8 Fixed RtlUpperString case conversion 2018-05-12 19:44:08 +01:00
x1nixmzeng 4327cbf468 Fixed case conversion methods for Xbox locale 2018-05-12 19:42:28 +01:00
jackchentwkh ef2f3e61fb Fix RalliSport crash with multiple times of racing.
The problem is that a newly passed in XBOX resource has indentical key as an xbox resource in our g_HostResource map, but the xbox resources are at different location, with the same Data address and other settings.
2018-05-13 02:19:07 +08:00
RadWolfie 58571f4bde Remove XREF_ADDR_DERIVE
Nothing need to be change inside XbSymbolDatabase moudle.
2018-05-12 07:24:10 -05:00
RadWolfie a2cf964f86 Final fix for Cxbx-R compile issue 2018-05-12 07:24:10 -05:00
RadWolfie 53b2def540 Should be final fix
However, XbSymbolDatabase's pull request is missing OOVPA signature.
2018-05-12 07:24:10 -05:00
RadWolfie 82aaf60817 Remove unused files since had been moved and cause bad build 2018-05-12 07:24:10 -05:00
RadWolfie b87893f3fe Fix old tabs mess 2018-05-12 07:24:10 -05:00
RadWolfie cc05e9ad3a Replace tabs to spaces
Update coding style for HLEIntercept files.
2018-05-12 07:24:10 -05:00
RadWolfie 366afcc778 Add support for output message 2018-05-12 07:24:10 -05:00
RadWolfie 6b07012459 Hopefully this is a final fixup
Tested with 10+ titles. Only noticable change is CreateMutexA changed to CreateMutex in HLECache file.
2018-05-12 07:24:10 -05:00
RadWolfie e579f87b2c Upgrade XbSymbolDatabase with minor update
* disable debug build trace since it does not compile and need to be move into XbSymbolDatabase
* Use > 0 for boolean check.
2018-05-12 07:24:10 -05:00
RadWolfie 6800055b29 Using XbSymbolScan is accurate with XbSymbolDatabase
However, there appear to be one function not being detected at the moment with Burnout title.
2018-05-12 07:24:10 -05:00
RadWolfie caa323e613 Remove local test breakpoint 2018-05-12 07:24:10 -05:00
RadWolfie 1419fc14e0 Update to sync with XbSymbolDatabase
Currently not optimized, and planning on COMPLETE move scan optimized with our own header structure to be used with.
2018-05-12 07:24:10 -05:00
RadWolfie ed263d7dbc Start using XbSymbolDatabase library
It does not fully transfer everything yet and D3D8 depending on OOVPA signature directly are currently disabled for time being.
2018-05-12 07:24:10 -05:00
RadWolfie 4344f5db58 Remove HLEDatabase files
Moving into new project.
2018-05-12 07:24:10 -05:00
patrickvl 04122aafef D3D : Added some notes to handling parent-textures for surface-conversion 2018-05-12 02:20:30 +02:00
patrickvl d2db9557b4 D3D : Fix Burnout so it gets in-game again, by checking parent texture type first, before getting it's surface 2018-05-12 02:03:51 +02:00
patrickvl 672b1d2824 D3D : Call GetVerticesInBuffer once instead of per stream. Also let GetVerticesInBuffer loop over entire index buffer (as the highest index could ly before the starting vertex offset) 2018-05-12 01:38:33 +02:00
patrickvl e8e6fc56fb D3D : Don't crash hard when SetStreamSource fails (this gets Galleon in-game again) 2018-05-12 01:15:23 +02:00
patrickvl 70af9c5684 D3D : Added comments about a few more reported test-cases 2018-05-12 00:19:54 +02:00
patrickvl bac6fc3b2b D3D : Added notes on dynamic textures (which cause unreachable, black mipmap levels) 2018-05-11 22:27:47 +02:00
jackchentwkh 54e12cafae Fix fading black regression. 2018-05-12 00:25:20 +08:00
patrickvl a44971470b D3D : Fixed JSRF glitches - no more regressions in this branch!!! 2018-05-11 09:48:03 +02:00
patrickvl 9e1a1394cc D3D : Refactored the determination of how many vertices are in a vertex buffer 2018-05-11 09:15:56 +02:00
patrickvl ad0d817463 rebase fix 2018-05-11 00:53:55 +02:00
patrickvl a85def1d02 D3D : Disabled experiments, trying to get SetRenderTarget working at all times 2018-05-11 00:49:56 +02:00
patrickvl 78997168c4 D3D : Tiny bits of porting to Direct3D 9 2018-05-11 00:49:55 +02:00
patrickvl 125fce4481 D3D : Added (also experimental) support for parent-volume textures behind volumes 2018-05-11 00:49:54 +02:00
patrickvl c0567b1920 D3D : Added (experimental) support for parent-textures behind surfaces 2018-05-11 00:49:52 +02:00
patrickvl 3905de4a11 D3D : Experiment with D3DUsage flags 2018-05-11 00:49:51 +02:00
patrickvl 91ed03eba8 D3D : Refactored initialization of supported-format arrays 2018-05-11 00:49:49 +02:00
patrickvl d77fe1c1a4 D3D : Popup D3DDevice_DrawVertices test-cases for Quad-rendering with a StartVertex above 0 2018-05-11 00:49:48 +02:00
patrickvl b4daa37cab D3D : Take StartIndex into account when calling WalkIndexBuffer 2018-05-11 00:49:47 +02:00
patrickvl 143b02aa1d D3D : Instead of calling WalkIndexBuffer on pQuadToTriangleIndexBuffer, we can derive the LowIndex and HighIndexes ourselves 2018-05-11 00:49:30 +02:00
jackchentwkh 1d3e93963f not sleep enough!! :Q 2018-05-11 00:49:17 +02:00
jackchentwkh 1704ae8fd1 oops, something wrogn during rebase.
here is the code.
2018-05-11 00:49:15 +02:00
jackchentwkh 2aacd23d62 Fix missing diagonal half screen. 2018-05-11 00:49:14 +02:00
patrickvl 78124fca5e D3D : Small refactorings 2018-05-11 00:49:12 +02:00
patrickvl b3a10ba949 D3D : Apply WalkIndexBuffer everywhere possible 2018-05-11 00:49:11 +02:00
patrickvl b35ec48a27 D3D : Renamed to g_CachedIndexBase to g_XboxBaseVertexIndex 2018-05-11 00:49:09 +02:00
jackchentwkh 6ccf591cd2 Use WalkIndexBuffer() 2018-05-11 00:49:06 +02:00
jackchentwkh dd99b48511 Add index buffer walk through to setup min. index and index vertex span correctly. 2018-05-11 00:49:05 +02:00
PatrickvL ddaf4b293e Merge pull request #22 from jackchentwkh/DrawingPrimitives Romove wrong pIndexData assignment 2018-05-11 00:48:47 +02:00
jackchentwkh 724239f721 Romove wrong pIndexData assignment
pIndexData was assigned in line#432 with correct value.
2018-05-11 00:48:46 +02:00
Luke Usher cd751877e4 Fix vertex buffer size calculation: pIndexData wasn't set in DrawContext 2018-05-11 00:48:42 +02:00
patrickvl 1415ce2a1a Post-rebase fixes 2018-05-11 00:48:41 +02:00
PatrickvL 57f49dd378 D3D : Incomplete (!) attempt at fixing cube texture conversion (this needs adjusting). XDK test cases : CubeMap, Fur, FuzzyTeapot, Strip
Also some much needed code cleanup (indenting, comments, grouping variables, etc).
2018-05-11 00:48:40 +02:00
PatrickvL 5e8a34cb22 D3D : Determine texture dimensions via already existing tooling functions. This fixes the bump texture in BumpEarth XDK sample.
Also split up texture-format support array into 6 versions : texture vs surface, and normal vs render-target vs depth-stencil.
2018-05-11 00:48:38 +02:00
patrickvl 86c3455f81 D3D : Populate (to-patch) stream info directly, instead of via a memcpy 2018-05-11 00:48:37 +02:00
patrickvl 2f6e79e71b D3D : Renamed DynamicPatch to Info, making the vertex-conversion code a bit better to understand. Also merged CxbxVertexStreamPatch into CxbxVertexShaderInfo and CxbxVertexShaderElementPatch into CxbxVertexShaderStreamInfo, recuding the number of confusing types. 2018-05-11 00:48:35 +02:00
PatrickvL 72d9d63450 Cleaning up and renaming lots of vertex conversion code, towards finding the reason vertex-streams aren't converted correctly (see Dolphin sample) 2018-05-11 00:48:34 +02:00