* Rename g_CurrentXboxVertexShaderHandle to g_Xbox_VertexShader_Handle
* Remove CxbxDrawContext.XboxVertexShaderHandle field, and replaced reads from this field by g_Xbox_VertexShader_Handle (since all writes to this field used that as source)
* Removed commented-out #include's
* Removed duplicate DEF_VSH_* defines, replaced usage by existing X_D3DVSD_*() defines.
* Removed commented-out #include's from src/vsbc
* Removed nearly all "namespace XTL"-wrappers around #includes; Instead, wrap applicable contents of these included files in namespace XTL. Removed all now-obsolete "XTL::" prefixes.
* Moved all host D3D9 symbols outside of namespace XTL (finally!)
* Removed all "using namespace XTL;" occurences (except one, which is marked with a TODO)
* Restored Unix EOL style (to avoid large diffs with upstream)
* Moved CxbxInitAudio outside XTL namespace (this was the last Cxbx* symbol in XTL)
* Removed final "using namespace XTL" occurence by cleaner wrapping of logging intrinsics inside and outside namespace XTL.
* Prefix a few Xbox types with X_ (and avoid compile-error by removing the now-obsolete duplicate of X_D3DCALLBACK).
Also nicely indent all Direct3D9 alias defines, introduced when porting from Direct3D8. Who knows, one day we might re-define them once again to port to more recent Direct3D versions?
* Made EmuXTL.h obsolete, by #include'ing specific headers instead of it.
* Removed unused #include's of EmuFS.h
* Remove #pragma once, when there's already an include guard present.
* Delete EmuXTL.h and XOnline.cpp, keep but disable XOnline.h for documentation purposes.
* Fix all compiler warnings that have no functional impact. What's left requires more research
* Remove GetVersion, retain Wine check
Randomly generate Mac and Serial for new EEPROMs: Thanks dracc
Delay load pcap: Allows the emulator to run (without networking) when pcap isn't present
The key change is that more of the D3D state is written back to the
internal Xbox D3D state, allowing GetXXX functions to return the correct
values, and that GetVertexShaderDeclaration now returns the correct size
to the running Xbox title.
Note that this needs testing with as many titles as possible: The
additional trampolines may cause regressions if they hit an
unimplemented instruction in subhook (eg. I had to update Subhook to add
xor, in order to be able to make this PR work at all)
* Import SimpleIni module
* Rename XBController to DInputController
Since it's only about configure DirectInput support.
* Append to previous 2 commits
* Initialize Settings class
* Append to previous commit
* Properly use EmuXTL header instead of EmuShared
* Move audio variables into setting class
* Move video variables into Settings class
* Append to previous commit
* Move hack variables into Settings class
* Append previous commit
* Append to third previous commit
* Move xbox controller port map to Settings class
* Append to second previous commit
* Move DirectInput Controller map to Settings class
* Remove old XInput member variable
* Append to second previous commit
* Tiny Fixup
* Remove Load/Save from EmuShared class
* Move both GUI and emulate/core to Settings class
* Oops, append to DirectInput controller's commit(s)
* Fix spaces to tab plus remove useless extra spaces
* Code format fixes
* Fix EmuShared's Set____ function to include const type.
Then "set" functions are supportive for both const and non-const variables.
* Add Sync and GetDataLocation functions to Settings class
* Move include filesystem into root header file.
* Introduce Verify function in Settings class
* Fix old bug for console remains open
* Making some adjustments...
* Append
* Another fix for any output prints crash.
* Add Delete function to Settings class
Plus keep save's file path if has given one.
* Fix LLE_USB to set into Settings class' member variable.
* No longer rely on GUI's end to reset LLE flags for multi-xbe titles.
* Simulate what GUI will do except in standalone kernel mode support.
* Move m_StorageLocation into Settings class as central.
Plus optimization for GetDataLocation function.
* Update sentence...
* Remove m_XbePath from EmuShared class.
Since kernel process is launching by on its own without rely on GUI process.
* Update copyright
* Fix DirectInput config not responding message
* Implement new feature: Bypass running as admin warning message
* Rename Emulate Settings to Core Settings
Plus move AllowAdminPrivilage option to core.
* Add reserve space for Settings' structure to integrate into EmuShared
* Ensure all reserves are set to 0 by default.
* Append to "Rename Emulate Settings to Core Settings" commit
* Fix rebase loss.
* Fix kernel mode process's window screen
* Correction: use bool for allowAdminPrivilege and add a save data
* Few fixes for allowAdminPrivilege
* Implement support to prevent tamper shared memory between GUI processes.
NOTE: Kernel process will be using same shared memory since guiProcessID will remain as 0.
* Various improvement
* Use std library functions
* Use single column spaces for align support on different tab size
* Include failsafe if custom and file path string values are bad format
Apparently ARRAYSIZE isn't define on other compilers.
* Last ARRAYSIZE replacement plus buffer overflow protection
* Replace WinAPI to std library's filesystem
* Revert support for 2+ emulation process at same time.
Emulation's graphic screen has corruption between both windows. Not even a wrapper to D3D9 will fix it.