x1nixmzeng
e84d9f7919
Navigate disassembly history
2018-02-13 20:16:52 +00:00
x1nixmzeng
5f806441b4
Support for scoped text box updates
2018-02-13 20:16:19 +00:00
x1nixmzeng
f153db824e
Added back tray notifications
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It was not the cause of the explorer hang
2018-02-13 20:15:01 +00:00
x1nixmzeng
7f991521fb
Removed unused frame buffer logic
2018-02-13 19:23:05 +00:00
x1nixmzeng
aa754c51c0
Minor fixes in prep for merge
2018-02-13 19:19:00 +00:00
x1nixmzeng
931e473e7e
Fixed base image address
2018-02-09 17:23:05 +00:00
x1nixmzeng
46dc475edb
Added screenshot
2018-02-07 23:21:40 +00:00
x1nixmzeng
9ea851c14d
Do not treat access violation addresses as pointers
2018-02-07 23:12:39 +00:00
x1nixmzeng
02e2f6c5c9
Updated roadmap
2018-02-07 23:10:58 +00:00
x1nixmzeng
34056cec34
Cleanup of exit codes
2018-02-07 23:04:01 +00:00
x1nixmzeng
f5df17647e
Additional NtStatus errors
2018-02-07 22:40:25 +00:00
x1nixmzeng
facda08de8
Fixed corrupt resource files after merge
2018-02-07 22:30:25 +00:00
x1nixmzeng
3e212226f4
Ignore mergetool backup files
2018-02-07 22:06:50 +00:00
x1nixmzeng
5f3ddf6ee1
Merge https://github.com/Cxbx-Reloaded/Cxbx-Reloaded into cxbx-debugger
2018-02-07 22:05:11 +00:00
PatrickvL
735a4bcfc5
Merge pull request #907 from Voxel9/Settings-Initialize
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Implement 'Reset to Defaults' menu feature.
2018-02-07 08:10:27 +01:00
PatrickvL
907c67cb25
Merge pull request #908 from CakeLancelot/less-debug-file-clutter
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Less debug file clutter
2018-02-07 08:08:24 +01:00
CakeLancelot
fcec6231c1
Correct from _DEBUG to _DEBUG_TRACK_PS
2018-02-07 00:15:40 -06:00
Voxel
c412935da5
Move code into its own function.
2018-02-06 23:43:42 +00:00
Voxel
d09ebb106b
Implement 'Reset to Defaults' menu feature.
2018-02-06 21:22:56 +00:00
CakeLancelot
28907a5b49
Only do debug tracking on debug builds
2018-02-06 12:49:24 -06:00
CakeLancelot
4aa09ee9c3
Add check for define before dumping pixel shaders to file
2018-02-06 12:46:25 -06:00
Luke Usher
b656816eb4
Merge pull request #906 from LukeUsher/patch-removal-experiment
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Direct3D Unpatching
2018-02-06 13:04:51 +00:00
PatrickvL
b41a50de31
Use a macro to import Xbox function trampolines
2018-02-06 13:37:32 +01:00
Luke Usher
a3c6974804
Host Vertex Buffers are no longer returned to Xbox code from VertexBuffer_Lock
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- This brings it inline to how Lock2DSurface/3DSurface work
- Seems to fix the Crimson Skies memory leak.
2018-02-06 10:24:31 +00:00
Luke Usher
7b8c20dd5c
Give Lock3DSurface the same treatment as Lock2DSurface
2018-02-06 08:37:21 +00:00
Luke Usher
673826be79
Fixed the regression causing some frames to not render in Zelda - Oni Link Begins
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- Added a ForceRehash flag to the resource information structure
- Lock2DSurface now is a trampoline which calls the xbox function, but also marks our resource as needs rehash. If a title calls Lock2DSurface, we can assume it's to modify a resource.
2018-02-06 06:47:04 +00:00
x1nixmzeng
4efc4c11cc
Resolve any valid disassembled addresses
2018-02-05 23:24:02 +00:00
x1nixmzeng
b0cd7b9cd9
Fixed host symbol lookup
2018-02-05 23:07:22 +00:00
x1nixmzeng
40fe88562e
Show disassembled module symbols
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Now shows external modules by default
2018-02-05 22:44:02 +00:00
x1nixmzeng
1790461543
Automatically switch thread context on suspend
2018-02-05 20:53:12 +00:00
Luke Usher
c36911843b
Fix a regression causing various XDK samples to crash.
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Thanks to Patrick for his CxbxGetPixelContainerMeasures function.
2018-02-05 20:51:16 +00:00
Luke Usher
ecb00b442d
Fix a regression introduced when rebasing on master
2018-02-05 18:15:35 +00:00
Luke Usher
206e4a9c84
Restore same line endings as master
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- Changed line endings are messing up the diff
2018-02-05 16:22:35 +00:00
Luke Usher
31cffb5bcd
Fix compilation after rebase on master
2018-02-05 13:47:29 +00:00
Luke Usher
f34267e984
Fix an issue where CreatePixelShader could crash when called from LoadVertexShader program in a title that does not have CreatePixelShader present
2018-02-05 13:33:53 +00:00
Luke Usher
954c16c32a
Update to latest Cxbx-Reloaded subhook
2018-02-05 13:33:52 +00:00
Luke Usher
35e412a88a
Refactor CreatePixelShader to correctly return Xbox handles.
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This fixes the exception preventing Sonic Heroes E3 Demo from reaching ingame: It expected to be able to read from the Handle.
2018-02-05 13:33:52 +00:00
Luke Usher
90ab16534e
Introduce LoadVertexShaderCache
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- (Sonic Heroes E3 Demo goes from ~5fps to 60fps)
Restore patching of CreatePalette
- Egg Mania renders better
- Fonts in Burnout render better
2018-02-05 13:33:51 +00:00
Luke Usher
4fb38b9636
Reducing the impact of hashing by increasing the hash duration if no changes are detected
2018-02-05 13:33:51 +00:00
Luke Usher
0c2a2d85fe
Oops, the previous commit actually made hashing NEVER happen, no wonder it was so fast
2018-02-05 13:33:51 +00:00
Luke Usher
9ebee168a9
Only rehash textures after 1ms has passed since the last hash
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This massively improves the framerate in many titles, for example the
title screen on Turok sees a jump from ~2fps to 160fps with this alone.
I understand this isn't the best solution, but it is the best tradeoff
so far between not hashing resources at all (texture updates by xbox won't
propegate to host textures) or hashing every usage (extremely slow).
A better method would be dirty pages/memory watches, but it's not easily
possible with the current Cxbx-Reloaded design.
2018-02-05 13:33:51 +00:00
Luke Usher
06516410a6
Fix textures in Turok Evolution
2018-02-05 13:33:17 +00:00
Luke Usher
c0ccf190bc
Call Xbox SetTextur from within our patch: This handles correct reference counting for us, and ensures the underlying Xbox structures get updated.
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Also refactured SwitchTexture, still not 100% correct, but likely the best we can do for now.
2018-02-05 13:33:17 +00:00
Luke Usher
c9f331837b
Implement Hashing of Textures and Surfaces to detect changes
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Not the best way of doing things, but it will dof or now.
2018-02-05 13:33:17 +00:00
Luke Usher
79a5ae3d8b
Better fallback shader, thanks: blueshogun
2018-02-05 13:33:16 +00:00
Luke Usher
3a8cab2b0f
Update VshHandleIsVertexShader to use a different detection method
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This is incorrect when compared to real hardware, but both our previous
approach and using the same method as real hardware are insufficient
right now, so this approach can be a suitable interim fix.
Our previous method breaks in some titles such as Kingdom Under Fire
that uses a higher than 0xFFFF value for an FVF
The real hardware method (checking D3DFVD_RESERVED0) fixes Kingdom Under
Fire but breaks rendering in many titles: This cannot be made to work
properly until we unpatch CreateVertexShader, which is outside the scope
of this current experimental branch
2018-02-05 13:33:16 +00:00
Luke Usher
8e3aa52299
Revert "Update VshHandleIsVertexShader to work the same way as the Xbox counterpart."
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This reverts commit b3a6f1156276949caa277b1ca229920e7ba1831d.
This is how the Xbox does things, however, due to our patching of
CreateVertexShader and other related functions, the same approach
doesn't work too well for us here. We'll have to do something a little
more smart.
2018-02-05 13:33:15 +00:00
Luke Usher
faddf405b4
Move unused patches to a backup file
2018-02-05 13:33:15 +00:00
Luke Usher
e5fec80b85
Add Experimental support for Copying host BackBuffers back to Xbox surfaces. Disabled with an IFDEF
2018-02-05 13:31:56 +00:00
Luke Usher
5c69725bbd
Update included subhook
2018-02-05 13:31:56 +00:00