Commit Graph

2728 Commits

Author SHA1 Message Date
PatrickvL 1a1c2be357 revert 2017-04-22 23:53:18 +01:00
PatrickvL b255427067 Merge remote-tracking branch 'refs/remotes/Cxbx-Reloaded/master' 2017-04-22 23:35:53 +01:00
PatrickvL 4b0e84ade3 amend 2017-04-22 23:34:40 +01:00
PatrickvL dcccb1920e SetPalette now supports all 4 stages. Also constantified TEXTURE_STAGES 2017-04-22 23:33:30 +01:00
Luke Usher 797894c1ac Merge pull request #393 from LukeUsher/master
Temporarily disable vertex buffer caching.
2017-04-22 18:28:56 +01:00
PatrickvL 0d47476dcc SetPalette now supports all 4 stages. Also constantified TEXTURE_STAGES 2017-04-22 18:27:19 +01:00
Luke Usher d5b67a8f7b Temporarily disable vertex buffer caching.
This could have a speed impact but it not that noticable currently, and it significantly improves rendering of the dashboard and potentially others
2017-04-22 18:25:26 +01:00
PatrickvL e9dff8cfcb Introduced GetDataFromXboxResource 2017-04-22 17:59:47 +01:00
PatrickvL d79cbe3e2b Renamed some pThis into pXboxResource 2017-04-22 17:30:30 +01:00
PatrickvL 906c989bc6 Applied GetXboxResourceType 2017-04-22 17:29:22 +01:00
PatrickvL ee9b9ba53f Merge remote-tracking branch 'refs/remotes/Cxbx-Reloaded/master' 2017-04-22 17:27:11 +01:00
PatrickvL a9cb7a7ac8 Introduced GetXboxResourceType 2017-04-22 17:25:52 +01:00
PatrickvL 95e417d671 Merge remote-tracking branch 'refs/remotes/Cxbx-Reloaded/master' 2017-04-22 16:05:39 +01:00
Luke Usher 1a9b20ad08 Merge pull request #390 from LukeUsher/patrickvl-improvements
Patrickvl improvements
2017-04-22 00:04:35 +01:00
PatrickvL cd3d8795b2 Disabled D3DVertexBuffer_GetDesc patch
Added X_D3DVERTEXBUFFER_DESC and X_D3DINDEXBUFFER_DESC
Small cleanup
2017-04-21 23:49:08 +01:00
PatrickvL b88a837397 Introduced GetHost* helper functions 2017-04-21 23:43:12 +01:00
PatrickvL cdc1048ec3 Added g_ prefix to two global variables 2017-04-21 23:33:16 +01:00
PatrickvL f3a41a1596 Change EmuD3DActiveTexture into X_D3DPixelContainer's 2017-04-21 23:30:19 +01:00
PatrickvL de02c0146e Prefer X_D3DCOMMON_TYPE_TEXTURE over reading EmuResource8 2017-04-21 23:28:03 +01:00
PatrickvL f615a900af Use 0, NULL and nullptr correctly 2017-04-21 23:27:22 +01:00
PatrickvL ced5963a3a VertexShader handles no longer (ab)use the high-bit.
Instead, VshHandleIsVertexShader checks if the handle is a high-enough
memory address (lower addresses are FVF's).
2017-04-21 23:24:12 +01:00
PatrickvL a035124fea VshHandleIsValidShader must use VshHandleGetVertexShader too 2017-04-21 23:21:32 +01:00
PatrickvL 1eb79878ac Renamed p(b)Data variables into p(b)NativeData where applicable
Also corrected D3DVertexBuffer_Lock2 ppVertexBuffer name into
pVertexBuffer
2017-04-21 23:17:57 +01:00
PatrickvL 30494a71d3 D3DVertexBuffer_Lock : Corrected ppVertexBuffer name into pVertexBuffer 2017-04-21 23:17:38 +01:00
PatrickvL 08045a905b Fixed typo SetIndcies > SetIndices 2017-04-21 23:14:40 +01:00
PatrickvL b633489295 EmuVerifyResourceIsRegistered skips resources with unknown size or without data earlier 2017-04-21 23:14:17 +01:00
Luke Usher 97a665cdd6 Merge commit '4d0b4d539e71cd2dfb93b08039d3c011576bc6d5' into patrickvl-improvements 2017-04-21 23:09:52 +01:00
PatrickvL dfaf3b8480 Additional VertexPatcher::Restore cleanup 2017-04-21 23:05:28 +01:00
PatrickvL 59891a7801 Use pPatchDesc->hVertexShader instead of g_CurrentVertexShader 2017-04-21 23:02:46 +01:00
PatrickvL f4495c6ea4 Check actual pointer instead of making indirect assumptions 2017-04-21 22:58:05 +01:00
PatrickvL 5033060cea Backported Dxbx VertexShader conversion improvements 2017-04-21 22:44:47 +01:00
PatrickvL e978649dcf Corrected use of NULL, 0 and nullptr
Also some whitespace removal/insertion, indentation updates and
additional comments
2017-04-21 22:44:42 +01:00
PatrickvL b66460d900 Remove Halo hack 2017-04-21 22:40:46 +01:00
PatrickvL af26fd52b3 Remove HACK: Unreal Championship 2017-04-21 22:40:33 +01:00
PatrickvL 1e547ebef5 D3DDevice_DrawIndexedVertices porting from Dxbx
D3DDevice_DrawIndexedVertices is responsible for the gamepad (which is
currently very glitchy). This code doesn't fix that, so it's probably
caused in either CxbxUpdateActiveIndexBuffer or VertPatch.Apply
2017-04-21 22:35:16 +01:00
PatrickvL f9e9e3e887 Various improvements
In EmuFlushIVB:
* Simpler determination of uiStride
* Convert g_IVBTable to g_pIVBVertexBuffer to avoid overwrites
* Detect overflow of pIVBVertexBuffer
In D3DDevice_SetVertexData4f :
* Detect overflow of g_IVBTblOffs
In VshConvertToken_STREAMDATA_REG :
* X_D3DVSDT_FLOAT2H converts to D3DVSDT_FLOAT4 (and corresponding size)
since VertexPatcher::PatchStream relies on that
2017-04-21 22:28:20 +01:00
Luke Usher af56741140 Merge pull request #389 from LukeUsher/fix-hle-cache-renderstate
Fix HLE Cache
2017-04-21 22:19:04 +01:00
Luke Usher 398bd7208a Only clear .ini files rather than the entire folder contents 2017-04-21 12:08:21 +01:00
Luke Usher e160e8ea8a Fix the resource file 2017-04-21 10:03:09 +01:00
Luke Usher 9fc55e631e Add a menu option to clear the cache. 2017-04-21 09:57:57 +01:00
Luke Usher f566e42205 Make sure the HLECache folder exists before writing to it 2017-04-21 09:57:20 +01:00
Luke Usher f5d0b27134 Init the file paths much earlier, as soon as the EXE is started
This allows for the GUI to also access the Cxbx path variable.
2017-04-21 09:57:01 +01:00
PatrickvL 4d0b4d539e VshHandleIsVertexShader check doesn't rely on high-bit anymore (although it still gets set) 2017-04-21 09:39:32 +02:00
PatrickvL 11c13b858b Additional VertexPatcher::Restore cleanup 2017-04-21 09:38:16 +02:00
PatrickvL b483cedca9 Use pPatchDesc->hVertexShader instead of g_CurrentVertexShader 2017-04-21 09:37:51 +02:00
PatrickvL c9abb45b78 Check actual pointer instead of making indirect assumptions 2017-04-21 09:37:13 +02:00
PatrickvL c4e359a41a Backported Dxbx VertexShader conversion improvements 2017-04-21 09:36:18 +02:00
PatrickvL af5b6e74b4 Corrected use of NULL, 0 and nullptr
Also some whitespace removal/insertion, indentation updates and
additional comments
2017-04-21 09:30:30 +02:00
PatrickvL cfa8ae2a1c Remove Halo hack 2017-04-21 09:17:05 +02:00
PatrickvL 68dbb12a82 Remove HACK: Unreal Championship 2017-04-21 09:16:22 +02:00