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
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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
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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
Luke Usher
033ff9fa94
Store DeferredRenderState/DeferredTextureState location in the HLE Cache, as well as BuildVersion and other library versions.
2017-04-21 08:06:14 +01:00
Luke Usher
574d1f89cd
Merge pull request #388 from LukeUsher/fix-hle-cache-renderstate
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Temporarily disabled HLE Caching
2017-04-21 06:47:15 +01:00
Luke Usher
3fe48fb76e
no message
2017-04-21 06:46:26 +01:00
Luke Usher
5f7203c305
Temporarily disabled HLE Caching
...
This caused a regression that needs a little more work to solve, and the
previous attempt at fixing the regression broke more titles than it
fixed.
I'll investigate and fix this properly over the weekend, but for now,
this will at least get things running again
2017-04-21 06:41:12 +01:00
Luke Usher
2466ba7cd0
Merge pull request #387 from LukeUsher/fix-hle-cache-renderstate
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Workaround for RenderState and HLE Cache
2017-04-21 06:36:51 +01:00
Luke Usher
937ff698ad
Workaround for RenderState and HLE Cache
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Not the best way to solve this, but it does fix the regression.
2017-04-21 06:32:32 +01:00
PatrickvL
42e87e7b21
Merge pull request #385 from LukeUsher/log_forward
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Make LOG_FORWARD only log in debug mode
2017-04-20 21:17:44 +02:00
Luke Usher
90b2296dfc
Make LOG_FORWARD only log in debug mode
2017-04-20 19:16:04 +01:00
Luke Usher
a88d8f4e64
Merge pull request #384 from LukeUsher/hle-caching
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Implement HLE Cache
2017-04-20 19:10:10 +01:00
Luke Usher
a4eb5183be
Merge branch 'master' into hle-caching
2017-04-20 16:42:43 +01:00
Luke Usher
2eb34d69be
Merge pull request #383 from PatrickvL/OverlayFixes
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Overlay fixes
2017-04-20 16:41:55 +01:00
Luke Usher
f8d8849357
Implement HLE Caching
2017-04-20 16:02:49 +01:00
PatrickvL
c07093f89a
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
2017-04-20 02:19:31 +01:00
PatrickvL
82a797c1e8
Merge remote-tracking branch 'refs/remotes/Cxbx-Reloaded/master' into glitch_fixes
2017-04-20 01:18:44 +01:00
PatrickvL
e4cc2e09fe
Overlay cleanup part 2
2017-04-20 01:17:23 +01:00
Luke Usher
53632f7890
Add TODO notes for caching.
2017-04-19 23:22:53 +01:00
Luke Usher
39c10087cb
Remove Offset Doesn't Match: I'm fairly satisfied we are getting the right addresses now
2017-04-19 23:06:51 +01:00
Luke Usher
dca27bbd87
Use strcmp on the Library String rather than ==.
...
std::string overloads == operator so this should have worked, but for some reason it stopped working in this branch.
Using strcmp on the C string fixes this.
2017-04-19 23:06:25 +01:00
Luke Usher
36648ca21d
Another oops
2017-04-19 22:56:28 +01:00
Luke Usher
65010ed753
Oops
2017-04-19 22:07:18 +01:00
Luke Usher
29ac334753
Merge remote-tracking branch 'upstream/master' into hle-caching
2017-04-19 21:33:41 +01:00
Luke Usher
802788503d
Use GetProcAddress to determine patch offsets
2017-04-19 20:49:55 +01:00