Commit Graph

4630 Commits

Author SHA1 Message Date
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 c86688bf3d
Merge pull request #1168 from RadWolfie/fixup-stuff
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
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
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
Fixed RtlUpperChar/RtlLowerChar
2018-05-12 22:20:14 +02:00
PatrickvL 0e24c06d19
Merge pull request #1161 from jackchentwkh/RalliSport_fix
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.
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
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
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
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
Luke Usher 1af48f935a
Merge pull request #1152 from PatrickvL/DrawingPrimitives
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