PatrickvL
69574b9b8e
D3D : Try to dither the backbuffer copy
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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!
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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
c86688bf3d
Merge pull request #1168 from RadWolfie/fixup-stuff
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Fixup stuff
2018-05-14 08:22:26 -05:00
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
e1d8733976
Merge pull request #1164 from RadWolfie/master
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Temp disable debug message from DSound's volume
2018-05-12 21:26:18 -05:00
RadWolfie
7271a454f9
Temp disable debug message from DSound's volume
2018-05-12 21:25:22 -05:00
RadWolfie
ed9e0b7272
Merge pull request #1163 from RadWolfie/master
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Hotfix for LLE support
2018-05-12 20:55:18 -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
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Fixed RtlUpperChar/RtlLowerChar
2018-05-12 22:20:14 +02:00
PatrickvL
0e24c06d19
Merge pull request #1161 from jackchentwkh/RalliSport_fix
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Fix RallySport crashes in multi racing in series.
2018-05-12 22:18:17 +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.
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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
eec4e065bb
Another fix for sln file
2018-05-12 07:24:10 -05:00
RadWolfie
8b0d1f3893
Fix sln file
2018-05-12 07:24:10 -05:00
RadWolfie
58571f4bde
Remove XREF_ADDR_DERIVE
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Nothing need to be change inside XbSymbolDatabase moudle.
2018-05-12 07:24:10 -05:00
RadWolfie
daa4d8c76f
Another update in XbSymbolDatabase module
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
4d7b8a33ac
Update XbSymbolDatabase module to current revision
2018-05-12 07:24:10 -05:00
RadWolfie
53b2def540
Should be final fix
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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
5e4aedd764
Fix build attempt to access invalid files
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
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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
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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
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* 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
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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
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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
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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
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Moving into new project.
2018-05-12 07:24:10 -05:00
Luke Usher
1af48f935a
Merge pull request #1152 from PatrickvL/DrawingPrimitives
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Drawing primitives
2018-05-12 10:54:31 +01:00
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