With this work, all of these patches are no longer required, and
instead, are replaced with a RenderStateConverter and
TextureStateConverter object
One single render state patch (D3DDevice_SetRenderState_Simple) is still
required, as that bypasses the D3D__RenderStates array in some XDK
versions.
* 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