Margen67
4e1775e8c7
Update to new issue template workflow
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Also remove unused Gitter chat.
2020-03-09 15:49:55 -07:00
RadWolfie
a98584f021
Merge pull request #1837 from Margen67/subhook
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Switch to mainline subhook
2020-03-05 18:47:39 -06:00
Margen67
9490add998
Switch to mainline subhook
2020-03-05 15:22:03 -08:00
Luke Usher
951520ece1
Merge pull request #1835 from RadWolfie/fix-wfx-format-sanity
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Fix Sanity and Organize wfxformat into Functions
2020-02-26 06:49:59 +00:00
Luke Usher
c42c68a980
Merge pull request #1833 from NZJenkins/remove_patches
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Remove some patches
2020-02-21 09:12:33 +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
Luke Usher
51d5759a1a
Merge pull request #1828 from NZJenkins/vertex_shader_source
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Vertex shader runtime cache
2020-02-08 09:24:10 +00:00
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
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Shaders are compiled asynchronously
2020-02-08 19:50:25 +13:00
Luke Usher
38b03b3fe3
Merge pull request #1821 from NZJenkins/vsh_split
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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
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Fix argument order in HLSL lerp call
2020-02-07 08:56:45 +00:00
Luke Usher
dab6153548
Merge pull request #1825 from RadWolfie/directsound-minor-fixup
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Minor Fixup in DirectSound Plugin
2020-02-07 08:54:33 +00:00
Anthony Miles
fd68ee4d1f
- Fix argument order in HLSL lerp call
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- Renaming for clarity
2020-02-07 19:50:59 +13:00
Anthony Miles
484f46db59
- drop some parameters from EmuCompileShader
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- 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
Luke Usher
81297c5417
Merge pull request #1824 from RadWolfie/fix-audio-log-crash
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Fix Audio Log Crash For Titles Under 4039
2020-02-02 12:52:37 +00:00
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
Luke Usher
96211645e7
Merge pull request #1823 from RadWolfie/fix-audio-stream-flush
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Fix Audio Stream Flush(Ex) Functions
2020-01-27 11:46:37 +00:00
RadWolfie
1197152b5a
fix audio stream flush functions
2020-01-24 17:23:08 -06:00
Luke Usher
d870b0c8e3
Merge pull request #1820 from RadWolfie/fix-audio-stream-packets
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Fix Audio Stream Packets Process
2020-01-24 08:35:03 +00:00
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
RadWolfie
08691c24e1
Merge pull request #1818 from LukeUsher/fix-lrp-shader-hang
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Fix hang in WWE Raw 2 after previous PR
2020-01-16 17:02:15 -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
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Prevent error X5765 on pixel shader LPR opcode
2020-01-16 09:15:05 +00:00
Luke Usher
2c38dd6fe8
Merge pull request #1815 from RadWolfie/fix-default-audio-frequency
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Fix Default Audio Frequency
2020-01-13 08:24:07 +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
Luke Usher
195795bd23
Merge pull request #1814 from RadWolfie/organize-directsound-plugin
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Organize DirectSound Plugin (Part 1)
2020-01-10 17:34:07 +00:00
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
044d53c74f
HOTFIX: add static in XADPCM.h file
2020-01-08 18:30:26 -06:00
RadWolfie
b581073f07
remove duplicate log reports
2020-01-08 18:30:26 -06:00
PatrickvL
496de1218c
Merge pull request #1813 from LukeUsher/fix-hlsl-stack-overflow
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Fix a crash when converting certain, large vertex shaders
2020-01-02 00:16:34 +01:00
Luke Usher
e937bc13d9
Fix a crash when converting certain, large vertex shaders
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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
Luke Usher
f101389704
Merge pull request #1812 from PatrickvL/trampoline_optimization
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Trampoline optimization
2019-12-31 18:52:26 +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.
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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
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Implement BeginVisibilityTest, EndVisibilityTest and GetVisibilityTestResult
2019-12-25 12:13:24 -06:00