Anthony Miles
b9db301791
Add LOG_TEST_CASE for writes to constants
2019-12-18 20:12:19 +01:00
Anthony Miles
136083d72a
SetVertexData4f support
2019-12-18 20:12:19 +01:00
patrickvl
ba5d25e2ed
Only disassemble HLSL under debug log level
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Fix arl by forcing .x mask on a0 parameter
2019-12-18 20:12:19 +01:00
patrickvl
b330198fe6
Reorder vertex shader code
2019-12-18 20:12:19 +01:00
patrickvl
1365d2e7e1
Vertex shader HLSL : More commenting, reordering, renaming and fixing
2019-12-18 20:12:18 +01:00
patrickvl
cb95bbb46f
Make sure HLSL scalar outputs are replicated
2019-12-18 20:12:17 +01:00
patrickvl
a0de74ffd9
Make sure all HLSL parameters regardless their swizzle, are cast to float4 before the actual calculation commences
2019-12-18 20:12:17 +01:00
patrickvl
8ed16b9f5a
Reorder vertex shader decoding code
2019-12-18 20:12:15 +01:00
PatrickvL
07ceaf96d5
Avoid all implicit typecast warnings, by casting all HSLS calculations to a float4, and apply the output mask to that as well
2019-12-18 20:12:15 +01:00
PatrickvL
339af7b500
Pass mask as argument into the opcode defines.
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Also fixed a few HLSL issues that crept in the previous commit
2019-12-18 20:12:15 +01:00
PatrickvL
5b2ff4e278
Simpler determination of used parameters per opcode
2019-12-18 20:12:14 +01:00
PatrickvL
127e51302e
Wrap (or replace) HLSL functions with defines, so that destination swizzles work as expected without too much syntax deviation.
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Also adjusted a few hlshl functions to be more accurate
2019-12-18 20:12:14 +01:00
PatrickvL
46fbfad52d
Remove assembly version and replace regex with dedicated streaming
2019-12-18 20:12:14 +01:00
PatrickvL
c039562e7f
Reformat HLSL code
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Prefer HLSL functions over #defines
Avoid implicit conversion warnings in HLSL template code
Move scalar W selection towards HLSL helper function
Apply scalar component fixup after instead of before conversion to HLSL
2019-12-18 20:12:14 +01:00
Anthony Miles
200b7c493e
Use log2, exp2
2019-12-18 20:12:14 +01:00
Anthony Miles
bd55f17f0d
- Move ILU ops together
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- Some ops use the .w component by default. Ensure they will use w instead of x, if the default xyzw swizzle was used
2019-12-18 20:12:14 +01:00
Anthony Miles
59c8ee936f
Add line numbers to shader debug
2019-12-18 20:12:14 +01:00
Anthony Miles
05f1f90603
fixup texcoord comments
2019-12-18 20:12:13 +01:00
Anthony Miles
b61bfd32af
- Use MAC defines, remove functions
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- Fix truncation compiler warning in x_dp3
2019-12-18 20:12:12 +01:00
Anthony Miles
eaa7bbca41
At debug log level, log shader warnings even if the shader compiled
2019-12-18 20:12:12 +01:00
PatrickvL
a9d3b5cdde
Better hlsl consistency
2019-12-18 20:12:12 +01:00
PatrickvL
c1ba533455
Include the hlsl code as a raw string
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Make all Xbox VSh opcodes consistent (using an x_ function or macro)
Replace switch statements with table lookups, making the code much more compact
2019-12-18 20:12:11 +01:00
Anthony Miles
e372a80a8d
Workaround bad masks on single component outputs
2019-12-18 20:12:09 +01:00
Anthony Miles
a258d5d759
file location hack
2019-12-18 20:12:09 +01:00
Anthony Miles
5d21af8a0e
Implement more HLSL functions
2019-12-18 20:12:09 +01:00
Luke Usher
19f0affd21
Negate Screen Space Transforms instead of deleting from shader
2019-12-18 20:12:08 +01:00
Anthony Miles
fd1555535e
HACK
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Get HLSL compiling
2019-12-18 20:12:08 +01:00
Anthony Miles
8382adfaab
fixup dp3, dph
2019-12-18 20:12:08 +01:00
Anthony Miles
620c98da80
Interpret r12 as oPos
2019-12-18 20:12:08 +01:00
Anthony Miles
2102bffee2
Ensure dp3 and dph use float3 dot products
2019-12-18 20:12:08 +01:00
Anthony Miles
551516a52a
fix typo
2019-12-18 20:12:08 +01:00
Anthony Miles
65f6ff3497
fix missing bracket
2019-12-18 20:12:08 +01:00
Anthony Miles
c3fbc46b7c
c() bounds check
2019-12-18 20:12:07 +01:00
Anthony Miles
ef3b5d7217
Fix bias typo
2019-12-18 20:12:07 +01:00
Anthony Miles
650174ea83
- Reverse screenspace transform properly
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- Move Xbox variable 'a' inside main
- Fix rcc reversed clamp
2019-12-18 20:12:07 +01:00
Anthony Miles
780cb6c578
fix rcc typo
2019-12-18 20:12:07 +01:00
Anthony Miles
504b8ddba6
Fix swizzle behaviour
2019-12-18 20:12:06 +01:00
Anthony Miles
b24ea2309c
Fix HLSL debug logging
2019-12-18 20:12:05 +01:00
Anthony Miles
3cd2f73332
Apply scaling hack
2019-12-18 20:12:05 +01:00
Anthony Miles
c6242b798c
remove junk files
2019-12-18 20:12:03 +01:00
Anthony Miles
21712cb4de
Implement remaining xbox functions
2019-12-18 20:12:03 +01:00
Anthony Miles
389e50a570
more hlsl
2019-12-18 20:12:03 +01:00
Anthony Miles
da6fc5f35c
TMP more stuff
2019-12-18 20:12:02 +01:00
Anthony Miles
62015b1499
initial
2019-12-18 20:12:02 +01:00
Luke Usher
be42ab7a0f
Nasty hack to fix hl2 crash during switch to ingame
2019-12-17 19:45:30 +00:00
PatrickvL
8ebeeeb24c
Merge pull request #1799 from LukeUsher/fix-mechassault
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kernel: Define and init IdexChannelObject
2019-12-16 23:47:29 +01:00
Luke Usher
b62333551c
kernel: Define and init IdexChannelObject
2019-12-16 21:53:02 +00:00
RadWolfie
d0da11cb1e
Merge pull request #1796 from LukeUsher/eeprom-serial-number
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Eeprom Config: Correctly render Serial Number as Numeric Text, not HEX
2019-12-14 13:20:23 -06:00
Luke Usher
23540f01b4
Eeprom Config: Correctly render Serial Number as Numeric Text, not HEX
2019-12-14 19:15:58 +00:00
Luke Usher
d1018cb773
nvnet: Accept only broadcast and targeted traffic, not multicast
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Fixes XNET warnings when using Debug XDK libraries
2019-12-14 11:25:35 +00:00
patrickvl
b76f4c5d5a
Fixed black texture regression in Bloodrayne (and possibly all other reported cases); Turned out to be an oversight (GetHostBaseTexture 2nd argument is not the TextureStage, but D3DUsage, dug!). I had to re-do each change line by line, testing as I went, to find this... Ah well, at least it didn't have anything to do with the new cache!
2019-12-01 17:16:57 +01:00
patrickvl
ce191a66e0
Fixed incorrect assumption : Xbox doesn't have a D3DCOMMON_VIDEOMEMORY flag at all, so we can't identify resources with it either!
2019-12-01 15:41:34 +01:00
PatrickvL
8664e6cc3d
Potential fix for the "CreateCubeTexture Failed!" regression, by restoring GetHostBaseTexture to it's previous behaviour (if this works, I'll create a separate issue with all relevant detail so that we can follow-up on this later)
2019-11-28 17:00:50 +01:00
PatrickvL
01bd2d026e
Lower impact of this PR by storing a few things that won't hurt much
2019-11-28 16:27:39 +01:00
PatrickvL
de1b815542
Split up resource cache in two, one for paletized textures (which gets pruned when it overflows),
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one for all other resources (which cache doesn't prune, like it did not do before, too).
This way, only paletized textures get pruned from their specialized cache, while other resources,
including render-targets (which can't be paletized) will stay resident in the general cache (which won't overflow).
Doing it this way, probably fixes the reported black texture regressions,
but it might also lead to less of a performance increase than before.
2019-11-28 15:56:31 +01:00
PatrickvL
b03551535c
Changed our resource cache key into a struct, to greatly reduce the chance of hash collisions.
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This can solve part of the reported regressions (but there's more, like not-pruneing render targets).
2019-11-26 15:22:43 +01:00
PatrickvL
e281d1e490
Renamed EmuD3DActiveTexture into g_pXbox_SetTexture
2019-11-25 15:55:09 +01:00
PatrickvL
db45305a5f
Call PruneResourceCache() once per draw (in CxbxUpdateNativeD3DResources instead of in EmuVerifyResourceIsRegistered), this might prevents black textures.
2019-11-25 15:55:08 +01:00
PatrickvL
d09381c5a3
Prepare for setting surfaces as active SetTexture's (disabled for now).
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Consequences of this change :
GetHostBaseTexture won't be called on X_D3DCOMMON_TYPE_SURFACE anymore.
GetHostTexture became obsolete because of this,
Also corected a few typo's & made bits of code simpler.
2019-11-25 15:55:08 +01:00
PatrickvL
1b2b320b36
Avoid scaling factor rounding issues, by always applying g_RenderScaleFactor as a multiplier (never as a divisor).
2019-11-25 15:55:08 +01:00
PatrickvL
1332ba3ef0
Revert unintentional change
2019-11-25 15:55:07 +01:00
PatrickvL
f5bc947964
Minor code cleanups
2019-11-25 15:55:07 +01:00
PatrickvL
3be6429300
Cater for actual palette size
2019-11-25 15:55:06 +01:00
PatrickvL
5d3cae890c
Include a palette hash in the texture lookup key, instead of patching Palette_Lock functions and freeing textures when setting palette's.
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To avoid overflowing the resource cache, PruneResourceCache now applies cache eviction as well.
2019-11-25 15:55:06 +01:00
PatrickvL
67068303de
Merge pull request #1789 from PatrickvL/correct_d3d_enums
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Corrected old ordering of D3DTOP enum elements.
2019-11-25 15:54:10 +01:00
PatrickvL
fb00f60c27
Merge pull request #1785 from NZJenkins/log_handling
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Implement extra log component calculations
2019-11-24 09:01:13 +01:00
Anthony Miles
100be789e2
Implement extra log component calculations
2019-11-22 19:18:29 +13:00
RadWolfie
8f6bd2024c
Merge pull request #1767 from x1nixmzeng/cmake-debugger-fix
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Fixed CMake designer settings for debugger gui
2019-11-21 14:42:32 -06:00
PatrickvL
6ba97108c6
Corrected old ordering of D3DTOP enum elements.
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This fixes alpha texture blending on titles that use D3D XDK 3948 and older
2019-11-21 11:43:12 +01:00
PatrickvL
068cefe444
Merge pull request #1772 from LukeUsher/nic-debugging
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Fix IP network traffic
2019-11-20 17:09:20 +01:00
PatrickvL
7cac893aa6
Merge branch 'develop' into expp_handling
2019-11-20 17:02:55 +01:00
Luke Usher
8be7402227
Merge pull request #1783 from PatrickvL/impl
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Introduce two CxbxImpl_*'s for as-yet unimplemented functions.
2019-11-20 15:56:40 +00:00
Luke Usher
81bf7e06c7
Merge pull request #1771 from PatrickvL/correct_render_state_info
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Corrections in render state information
2019-11-20 15:54:10 +00:00
patrickvl
8aef04f83a
Comment-only change, no function impact;
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Re-orded render state verification comments incrementally, like this:
"Verified [absent in X, ]present in Y[ , removed in Z]" (whereby X < Y < Z).
This makes these comments easier to read and understand.
2019-11-20 16:38:29 +01:00
PatrickvL
db90d6a8b8
Verified all render states; Updated D3DRS_MULTISAMPLEMODE to 4039 (might even be 4034)
2019-11-19 17:40:50 +01:00
PatrickvL
ae05bdba58
Correct D3DRS_MULTISAMPLERENDERTARGETMODE from 4039 to 4034.
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This has no functional impact anyway, since there's no host renderstate associated with this (and later) render states.
2019-11-19 15:52:34 +01:00
PatrickvL
ae3fbc67c7
Rename g_SetStreamSources into g_Xbox_SetStreamSource (which better reflects it's contents)
2019-11-18 17:57:02 +01:00
PatrickvL
ca1d2b2722
Reinstated version string in initial caption bar.
2019-11-18 14:44:47 +01:00
patrickvl
61b3743567
Addressed review remarks
2019-11-18 14:44:46 +01:00
patrickvl
0aac02c0c0
Fixed comment header
2019-11-18 14:44:46 +01:00
PatrickvL
9cf3591393
Turn Cxbx version define into a variable
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This is intended to reduce the number of files that need to be
recompiled when updating a repository.
2019-11-18 14:44:44 +01:00
Luke Usher
fd7c9ccb47
Merge pull request #1782 from PatrickvL/even_more_cleanup
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Some more cleanup
2019-11-18 13:20:07 +00:00
PatrickvL
5814eaa7fd
Do the extended availability check of render states everywhere it might have an impact.
2019-11-18 12:06:48 +01:00
patrickvl
d5a5e9fc9a
Disable X_D3DRS_MULTISAMPLETYPE in a simpler way, which also allows for easier disabling of other render states as well (would the need ever arise).
2019-11-17 16:17:10 +01:00
patrickvl
2c46324320
Replaced two literal numbers by their corresponding symbols (no functional change, just an improvement that was due)
2019-11-16 22:32:49 +01:00
PatrickvL
477ab534c5
This commit solved the fact that X_D3DRS_MULTISAMPLEMODE replaces the older X_D3DRS_MULTISAMPLETYPE (which was available below 4039).
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This allows restoring X_D3DRS_MULTISAMPLEMODE back to 4361 where it belongs (as far as we know).
Adjusted X_D3DRS_MULTISAMPLERENDERTARGETMODE to XDK 4039 (was 4242)
Made comments on DxbxRenderStateInfo and _X_D3DRENDERSTATETYPE consistent again.
Also use X_D3DRS_* FIRST / LAST defines wherever applicable.
This is a subset of work done earlier in 67cfc36fca
2019-11-16 21:48:15 +01:00
patrickvl
8dfb3e20c2
Introduced CxbxImpl_SetStreamSource, and simplified it's storage.
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Also some renaming and comments (all this copied over from Vsh_unpatching)
2019-11-16 17:12:20 +01:00
patrickvl
2012d86522
Introduce two CxbxImpl_*'s for as-yet unimplemented functions.
2019-11-16 14:44:29 +01:00
Anthony Miles
4c4b0f4022
Use xbox, host, prefixes
2019-11-16 22:51:29 +13:00
Anthony Miles
22e6fe58e0
Add shader comments
2019-11-16 21:04:32 +13:00
Anthony Miles
56b78fbdfe
expp returns 1 in the w component
2019-11-16 21:04:32 +13:00
Anthony Miles
8902118a66
Use const
2019-11-16 21:04:32 +13:00
PatrickvL
e47fe0787a
Co-ordinate usage of reserved registers
2019-11-16 21:03:21 +13:00
PatrickvL
b3671fe0e4
Read Fog color through GetXboxRenderState (not via host GetRenderState), just like all other states.
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Also updated a few random comments and stuff mentioning the now-obsolete EmuMappedD3DRenderState.
Removed unused code and replaced manual conversion of DWORD to 4 ARGB floats by using D3DXCOLOR.
2019-11-15 17:59:16 +01:00
Anthony Miles
c5b0457dec
- Reserve a scratch register, and avoid interfering with registers reserved for undeclared v
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- Assume 32 registers are available for simplicity
- Reserve space for all 16 v registers
2019-11-15 21:05:29 +13:00
PatrickvL
9c81eda65e
Make resource file language-neutral, so that Visual Studio won't complain when regional settings aren't compatible. (See https://stackoverflow.com/a/58011025/12170 )
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Also applied the advisory steps from our GPL license to our About dialog, and trimmed this advise from COPYING itself.
2019-11-14 13:26:20 +01:00
Anthony Miles
3b787aeef5
Update expp instruction handling
2019-11-14 22:28:03 +13:00
Luke Usher
829177f57a
Better implementation of RtlAssert
2019-11-12 20:14:27 +00:00
Luke Usher
6b08ee81cc
Fix kernel event handling
2019-11-12 20:14:27 +00:00
Luke Usher
b59107a956
nvnet: cleanup + bug fixes
2019-11-12 20:14:27 +00:00
Luke Usher
18e0311f00
Fix an issue where multicast packets were not captured
2019-11-12 20:14:27 +00:00
Luke Usher
8bf71bd7df
Merge pull request #1769 from PatrickvL/nv2a_callbacks
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Support Xbox Direct3D "read" callback events
2019-11-12 10:48:05 +00:00
Anthony Miles
f9e8bb64f6
Make sure we truncate the contents of the 'a' register, so it isn't rounded to the nearest integer
2019-11-12 22:33:50 +13:00
Luke Usher
1a64cbd2f4
Revert "Disable Read callbacks again"
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This reverts commit d0655335d3
.
2019-11-09 22:57:31 +00:00
Luke Usher
7bd88cfb14
Fix a crash caused by double-free of g_pD3DDevice
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This was only a problem for release builds, as the code for this was
disabled in Debug builds.
This fixes the crash when booting halo: It was unrelated to the (now
disabled) callbacks
2019-11-09 22:55:44 +00:00
PatrickvL
d0655335d3
Disable Read callbacks again
2019-11-07 18:30:48 +01:00
PatrickvL
9aea68534e
Merge pull request #1763 from PatrickvL/variable_renaming
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Small code-cleanup
2019-11-07 16:20:02 +01:00
PatrickvL
d1d0700504
Introduce host CPU idle wait function.
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Introduce host GPU flushing functionality.
Put Xbox callbacks into a queue instead of keeping around only one.
Use host GPU query events to emulate callback events at roughly the same time when the NV2A Xbox GPU would.
All this can be (programmatically) disabled by a g_bHack_DisableHostGPUQueries boolean (later, this could be made configurable).
2019-11-05 15:29:03 +01:00
PatrickvL
b36286a237
Move Xbox callback insertion and handling into separate functions, and call them where appropriate.
2019-11-05 15:25:05 +01:00
x1nixmzeng
cd183128d6
Fixed CMake designer settings for debugger gui
2019-11-04 20:46:46 +00:00
patrickvl
364499cda0
Reordered Direct3D global variables
2019-11-02 17:03:06 +01:00
patrickvl
54bd0e2a18
Change NULL into nullptr or xbnullptr or xbnull, depending the situation
2019-11-02 16:24:37 +01:00
patrickvl
e41d684cfa
Renamed global variables (taken from Vsh_unpatching), removed (or commented-out) unused variables, and additional comments
2019-11-02 16:24:36 +01:00
Fred Hallock
8ae612fdb7
Add support for relative Xbe paths ( #1766 )
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* Fixed an issue where the Xbe path needs to be absolute. I added a call to std::filesystem::absolute to resolve the path to absolute at the earliest that it is accessed from __argv so that there is no chance for it to cause a problem.
2019-11-02 09:41:13 +00:00
ergo720
1256b3ee59
Fix sdl controller input bindings
2019-11-01 19:04:15 +01:00
PatrickvL
7508ec190e
Comment-only change : Make "test-case" comment mentions consistent
2019-10-28 09:40:03 +01:00
patrickvl
fa76ffe140
Finally fixed Indiana Jones regressions (BaseVertexIndex mustn't be enlarged when drawing indexed quads through a converted index buffer).
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Also some renaming
2019-10-28 09:31:43 +01:00
patrickvl
91575822a8
Corrected arguments for indexed quad draws
2019-10-28 09:31:42 +01:00
patrickvl
4591e40712
Potential fix for Indiana Jones regression?
2019-10-28 09:31:42 +01:00
patrickvl
ec25283551
Addressed code review remarks, by adding explanations in comments and renaming a few arguments
2019-10-28 09:31:41 +01:00
patrickvl
eb9f610780
Move LowIndex and HighIndex values into DrawContext, GetVerticesInBuffer doesn't need to determine HighIndex again. Because of this, GetVerticesInBuffer has been removed, and the determination was inlined into CxbxVertexBufferConverter::Apply()
2019-10-28 09:31:41 +01:00
patrickvl
29ab156d44
Fix GetVerticesInBuffer for indexed draws, this might actually fix missing geometry.
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Draw closing line (for a line loop) through vertex copies (to avoid a potential performance penalty when the old, index-based approach spanned over many indices).
Renamed a few variables to make their contents and purpose more clear
2019-10-28 09:31:40 +01:00
patrickvl
2504de39c8
Turned ConvertedIndexBuffer into a class that in it's destructor releases the host index buffer.
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With that, added poor-mans IndexBuffer cache eviction.
Moved our way of calling CreateIndexBuffer into it's own function.
Condensed generation of quad-to-triangle index data into one function.
Renamed a bunch of variables, and added a few comments.
2019-10-28 09:31:40 +01:00
patrickvl
3d58eba6b8
Cleanup, additional testcases and one fix for a corner-case (closing line-loops should take BaseVertexIndex into account)
2019-10-28 09:31:40 +01:00
patrickvl
fce300d25a
Small fixes, but not for the regression, yet.
2019-10-28 09:31:39 +01:00
patrickvl
fedd9fbf67
Cleaned up and expanded upon commented test-case
2019-10-28 09:31:38 +01:00
patrickvl
a26560a8ee
Documented a few more known test-cases
2019-10-28 09:31:07 +01:00
patrickvl
14091b03a4
Speed up drawing indexed quads, by converting the indices (from ABCD quads to ABC+CDA triangles), and doing one call with those indices (instead of drawing each quad separately)
2019-10-28 09:30:29 +01:00
patrickvl
af35d9b161
Dumping of vertex declaration now also shows the number of streams (like before it was extracted into it's own function).
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Also commented on vertex shader temporary register counts and r12+oPos behavior
2019-10-19 15:57:20 +02:00
patrickvl
0366e647a5
Dump vertex shader separately from conversion
2019-10-19 14:55:20 +02:00
literalmente-game
f8e660aa40
Add missing dcl statement
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Fixes blank shader compilation
2019-10-17 03:44:54 -03:00
Luke Usher
3c497362e4
Merge pull request #1746 from PatrickvL/fix_vertex_decl_skip_token
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Fix vertex conversion when skip tokens are present in the Xbox vertex declaration
2019-10-16 13:01:38 +01:00
Luke Usher
1914e17078
Typo
2019-10-14 16:29:18 +01:00
patrickvl
6ef5b21144
Fix vertex conversion when skip tokens are present in the Xbox vertex declaration.
2019-10-14 14:56:32 +02:00
Luke Usher
4646c14c29
Restore fog hack: Fixes Silent Hill 2
2019-10-14 08:01:15 +01:00
Luke Usher
dae0d84f9b
Fix an issue with reading FOGCOLOR in a pixel shader
2019-10-12 19:21:24 +01:00
Luke Usher
b0ace63021
Fix smashing drive intro
2019-10-12 13:48:34 +01:00
Luke Usher
f2235ab522
Fix missing fog in DolphinClassic
2019-10-11 08:42:03 +01:00
Luke Usher
c79b11109f
Fix crash in pixel shaders caused undefined behavior in LTCG handler
2019-10-08 16:24:47 +01:00
Luke Usher
9537158007
Fix nasty bug with LTCG D3DDevice_SetPixelShader_0
2019-10-07 17:03:54 +01:00
Luke Usher
58e0416a96
another typo
2019-10-07 15:58:27 +01:00
Luke Usher
de2b891d60
Typo
2019-10-06 21:13:34 +01:00
Luke Usher
fdbd9fb2ab
Add removed patches to unused-patches file.
2019-10-06 17:21:16 +01:00
Luke Usher
94c79876d2
Fix broken pixel shaders (Rallisport Challenge, etc)
2019-10-06 17:21:00 +01:00
Luke Usher
5d0b44303c
Fix a regression with XDK 4432 (Buffy and others)
2019-10-05 14:50:50 +01:00
Luke Usher
422e95db88
Remove all RenderState/TextureState Patches, bar one.
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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.
2019-10-03 19:03:37 +01:00
Luke Usher
31078f7307
Add support for Xbox Controller S
2019-09-29 14:47:59 +01:00
RadWolfie
0b0ad41ddb
fix wchar_t buffer uneven allocate memory
2019-09-28 21:22:29 -05:00
RadWolfie
19ca5361af
fix new GUI input breakage for loader projects to compile
2019-09-27 11:08:21 -05:00
RadWolfie
f38dc91075
replace std's wstring_convert to SDL's iconv library
2019-09-26 10:19:01 -05:00
RadWolfie
b4457c3605
replace experimental filesystem to std filesystem
2019-09-25 13:53:02 -05:00
PatrickvL
a6c0353c5b
Fix a large part of XTL-hell ( #1731 )
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* 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
2019-09-24 16:25:52 -05:00
Luke Usher
fa38cd41b2
Merge pull request #1730 from RadWolfie/fix-delay-input
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Implement Input Initialize Latency Timer & Device Emulation Status
2019-09-20 16:29:37 +01:00
RadWolfie
d5f79df0b7
implement input initialize latency timer and device emulation status
2019-09-17 11:45:11 -05:00
PatrickvL
0c470044fb
Removed never-set union field : X_D3DVertexShader.CxbxVertexShaderHandle to avoid using garbage data.
2019-09-17 09:57:57 +02:00
PatrickvL
456906b6b4
Removed written-only field : CxbxVertexShader.HostDeclarationSize
2019-09-17 09:51:57 +02:00
RadWolfie
796561dd6c
Merge pull request #1725 from PatrickvL/moving_d3d_types
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* Moved XbPushBuffer.h, XbVertexBuffer.h and XbVertexShader.h outside the XTL namespace.
Moved Cxbx-specific types from XbD3DTypes.h towards appropriate above header files.
Fixed up all XTL-hell that resulted from this.
* Moved XbConvert.h outside the XTL namespace.
Fixed up all XTL-hell that resulted from this.
* Moved XbPixelShader.h outside the XTL namespace.
Fixed up all XTL-hell that resulted from this.
* Moved XbState.h outside the XTL namespace.
Fixed up all XTL-hell that resulted from this.
2019-09-14 15:06:41 -05:00
ergo720
7c300c14ed
Merge pull request #1721 from RadWolfie/gui-input-fix-detect
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Fix Bind Input Detection
2019-09-14 11:16:40 +02:00
PatrickvL
fee97614c2
Merge pull request #1726 from NZJenkins/king_kong2
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Detect and remove register redefinitions in vertex declarations
2019-09-14 09:43:34 +02:00
RadWolfie
14221d0cca
fix detect input
2019-09-13 16:50:58 -05:00
PatrickvL
a407b40f46
Moved XbState.h outside the XTL namespace.
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Fixed up all XTL-hell that resulted from this.
2019-09-13 14:35:02 +02:00
PatrickvL
7aa793b6b7
Moved XbPixelShader.h outside the XTL namespace.
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Fixed up all XTL-hell that resulted from this.
2019-09-13 13:37:41 +02:00
PatrickvL
a6dd0c49a6
Addressed review-comment (removing unneeded XTL namespace prefix)
2019-09-13 13:07:07 +02:00
Anthony Miles
07d53c0e2b
fixup commit
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- free pXboxDeclarationCopy
- use bitset instead of array
- include method in sort
2019-09-13 20:46:19 +12:00
PatrickvL
98c89ec656
Moved XbConvert.h outside the XTL namespace.
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Fixed up all XTL-hell that resulted from this.
2019-09-12 17:46:16 +02:00
patrickvl
32e155e1ba
Moved XbPushBuffer.h, XbVertexBuffer.h and XbVertexShader.h outside the XTL namespace.
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Moved Cxbx-specific types from XbD3DTypes.h towards appropriate above header files.
Fixed up all XTL-hell that resulted from this.
2019-09-12 17:46:16 +02:00
RadWolfie
b01a6c97cf
Merge pull request #1722 from PatrickvL/vsh_cleanup
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Moving, reordering, renaming and other cleanup of D3D symbols
2019-09-12 10:30:12 -05:00
PatrickvL
eb4db9a27a
Moving, reordering, renaming and other cleanup of D3D symbols (all taken from my Vsh_unpatching branch)
2019-09-12 09:34:58 +02:00
Anthony Miles
1d6fd7e851
Detect and remove register redefinitions
2019-09-12 18:56:27 +12:00
Anthony Miles
6b5f4036c1
Initialize pCurrentvertexShaderStreamInfo to nullptr
2019-09-11 22:26:49 +12:00
Luke Usher
614e7e4b9f
Fix crash on CopyRects failure
2019-09-09 22:12:46 +01:00
ergo720
f6e331f484
Add default bindings for the keyboard
2019-09-09 12:39:27 +02:00
PatrickvL
278d511794
Lots of cleanup regarding vertex declarations and shaders ( #1709 )
2019-09-06 10:56:53 -05:00
ergo720
d8b0075c93
New input gui ( #1713 )
2019-09-05 16:10:09 -05:00
Luke Usher
294447bba8
Fix CopyRects when upscaling is used
2019-09-05 19:23:18 +01:00
Luke Usher
ef78455516
Fix CreateTexture errors
2019-09-04 18:45:12 +01:00
Luke Usher
f76408a03d
Fix an issue where converting a texture to a render-target would sometimes fail
2019-09-04 18:26:54 +01:00
Luke Usher
8c55274cb3
Fix CopyRects in Crash Bandicoot: WoC (and others)
2019-09-04 18:26:48 +01:00
Luke Usher
b236e94935
Fix a nasty bug where CopyRects never worked!
2019-09-04 18:26:14 +01:00
Kyle Niewiada
9be770163e
Align structure to correctly map Xapi controller capabilities
2019-08-28 17:11:43 -04:00
Luke Usher
f48f267c89
Fix an issue where D3DDevice_SetRenderTarget would fail, if called on a
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surface we didn't previously create as a Render Target
The Xbox ignores the D3DUSAGE_RENDERTARGET flag, but the host *requires*
it.
We can't determine if a surface is a render target until the game calles
D3DDevice_SetRenderTarget, so if we encounter a call on a non-render
target, we can fix the situation and recreate it as such
Fixes the 'Graffiti Select' menu in JSRF
2019-08-25 14:40:15 +01:00
PatrickvL
fce723c93b
Merge pull request #1704 from LukeUsher/fix-copyrects
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Fix CopyRects between textures, on GPU
2019-08-25 15:22:04 +02:00
PatrickvL
a77403b7b6
Merge pull request #1703 from LukeUsher/fix-level-face-surface
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Fix surface level/face mapping without patches!
2019-08-25 15:14:52 +02:00
Luke Usher
a031875793
Fix CopyRects between textures, on GPU
2019-08-25 14:00:41 +01:00
PatrickvL
c3f6233ca2
Merge pull request #1702 from LukeUsher/move-container-type-check
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Move pixel container type check to GetHostBaseTexture
2019-08-25 14:52:11 +02:00
Luke Usher
de1bc00334
Fix surface level/face mapping without patches!
2019-08-25 13:46:07 +01:00
Luke Usher
6c30058a40
Move pixel container type check to GetHostBaseTexture
2019-08-25 13:40:43 +01:00
Luke Usher
a4338e08f3
Unpatch D3DResource_Release, detect freeing of resources via DestroyResource instead
2019-08-25 13:35:59 +01:00
Luke Usher
afe76e0bba
Update XbSymbolDatabase to latest version as of today
2019-08-25 12:28:21 +01:00
Luke Usher
548eeba924
Remove LockFS from the functions that don't require locking
2019-08-16 20:15:38 +01:00
Luke Usher
688238c40b
Merge pull request #1688 from NZJenkins/framerate_key
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Frame limiter toggle
2019-08-03 08:19:20 +01:00
Anthony Miles
a38138db52
Frame limiter toggle and F9 debug key binding
2019-08-02 22:13:17 +12:00
Anthony Miles
e36907542b
Avoid consuming some keypresses in the GUI
2019-08-02 22:12:23 +12:00
Anthony Miles
11f005b14c
Remove extra UnlockFS() call
2019-08-02 19:42:47 +12:00
Anthony Miles
5e1851fcad
Preserve caller esp value
2019-08-02 19:42:47 +12:00
PatrickvL
f62030a548
Merge pull request #1683 from LukeUsher/vertex-shader-register-tweaks
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Vertex shader register tweaks
2019-07-29 11:30:09 +02:00
Luke Usher
31253815e1
Define constants + fix typos
2019-07-29 09:19:10 +01:00
Luke Usher
ab3b8f84ae
Fix potential stack corruption, thanks revel8n
2019-07-28 14:26:43 +01:00
Luke Usher
cdd962e5a4
3925 alpha test hack
2019-07-28 14:26:43 +01:00
Luke Usher
d2e65f0e67
Fix vOffset/vScale overwritten by nv2a constants
2019-07-28 14:26:19 +01:00
Anthony Miles
99f4c460b8
Improve LockFS performance
2019-07-27 11:22:41 +12:00
Luke Usher
35ce3e7fb1
Treat all vertex registers as 'User Defined'
2019-07-25 16:23:39 +01:00
Luke Usher
ae4dbce372
Comment out warnings that pollute the log
2019-07-25 12:11:59 +01:00
Luke Usher
6ced176977
Cleanup + R12 oPos readback
2019-07-25 07:39:24 +01:00
Luke Usher
bcc7f0c650
Remove R12 replace hack: VS2_X has enough registers
2019-07-25 07:14:53 +01:00
Luke Usher
b62b8341cc
3925 fog disable hack
2019-07-24 18:37:03 +01:00
Luke Usher
6326602232
Writeback vertex attributes
2019-07-24 18:34:39 +01:00
Luke Usher
fb871f283f
Prevent new R registers being trashed
2019-07-24 15:36:56 +01:00
Luke Usher
893a25baf2
Pass default values at SetVertexShader time
2019-07-24 15:26:50 +01:00
Luke Usher
5bfb98c312
Read registers not present in vertex buffers from SetVertexData4f registers
2019-07-24 14:39:58 +01:00
Luke Usher
8d8e256697
Update SetVertexData4f to write it's input to shader constants
2019-07-24 12:00:32 +01:00
Luke Usher
b5cec3e8fc
Cleanup Register Usage detection + Remove incorrect Xbox->PC mappings (From D3D8to9)
2019-07-24 11:52:19 +01:00
Luke Usher
931970068c
Fix when CreateDevice doesn't call SetRenderTarget
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This allows for the Xbox backbuffer location to be properly determined, even in titles that do not call
SetRenderTarget at all!
Tt also fixes the situation where games didn't call SetRenderTarget internally within CreateDevice.
This works because GetRenderTarget always returns the assigned render target, which immediately after
CreateDevice, is *always* the backbuffer.
This allows us to reliably determine the default backbuffer and depth stencil, even without a CreateDevice call.
This fixed a regresion in Shin Megami Tensei: Nine , and has potential to fix some more blackscreen issues.
2019-07-21 12:37:06 +01:00
RadWolfie
d4f8ec93bf
Merge pull request #1679 from ergo720/error_log_lv
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Add error log level to logging system
2019-07-20 22:20:45 -05:00
ergo720
fd4bcb39ff
Added error log level
2019-07-20 21:53:15 +02:00
Luke Usher
4a3f9a19a4
Allow LoadVertexShaderProgram to work in games without their own CreateVertexShader function
2019-07-20 11:56:13 +01:00
RadWolfie
e646eada8d
fix universal error message output
2019-07-20 01:47:46 -05:00
ergo720
7f70c88917
Fix a bug in KiTimerMtx.Acquired ( #1675 )
2019-07-20 00:36:53 +02:00
RadWolfie
0c334de398
Merge pull request #1674 from ergo720/d3d_resource_crash_fix
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Fix a crash in JSRF
2019-07-19 15:08:09 -05:00
ergo720
19984db979
Fix a crash in JSRF
2019-07-19 21:17:42 +02:00
RadWolfie
99fc299611
Merge pull request #1672 from LukeUsher/fix-shader-constants
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Fix shader constants: It's per-function not per-XDK
2019-07-19 13:56:51 -05:00
PatrickvL
69ebe1b4ba
Merge pull request #1669 from LukeUsher/work-around-for-missing-destroyresource-patch
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Workaround & LOG_TEST_CASE for missing DestroyResource patch
2019-07-19 10:08:17 +02:00
PatrickvL
8cba41744f
Merge pull request #1670 from LukeUsher/ltcg-fixes
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Improve some LTCG specific patches
2019-07-19 10:07:38 +02:00
Anthony Miles
0ea66ea0d8
Avoid tight loop in LockFS. Fixes Prince of Persia 2 slowdown during loading screen
2019-07-19 18:42:59 +12:00
Anthony Miles
63996f87eb
Avoid tight loop in interrupt thread. Alleviates some stutter in Panzer Dragoon Orta
2019-07-19 18:41:50 +12:00
Anthony Miles
9c4277ae9b
Avoid tight loop in DirectSound thread worker
2019-07-19 18:41:14 +12:00
Luke Usher
fdaa102dc8
Fix shader constants: It's per-function not per-XDK
2019-07-18 22:20:55 +01:00
RadWolfie
64f1948dd9
hotfix GenerateMixBinDefault check for lpwfxFormat is nullptr
2019-07-17 16:21:29 -05:00
Luke Usher
87aa125af4
Fix another LTCG variant of CreateDevice
2019-07-17 22:20:59 +01:00
Luke Usher
511fd017f5
Add two more LTCG specific patches
2019-07-17 19:44:16 +01:00
Luke Usher
abe82f0336
Update to be informational only
2019-07-17 14:58:51 +01:00
Luke Usher
4190b81431
Add an early-out for non-zero internal reference count
2019-07-17 10:12:01 +01:00
Luke Usher
bd3569ff95
Workaround & LOG_TEST_CASE for missing DestroyResource patch
2019-07-16 21:17:35 +01:00
Luke Usher
53ea7f102d
Fix a bug with D3DDevice_Reset that could trigger a black screen on resolution change
2019-07-16 20:50:13 +01:00
Luke Usher
059c587523
Remove 'Render to Host Backbuffer' hack
2019-07-16 16:53:04 +01:00
PatrickvL
337a9f6914
Merge pull request #1655 from LukeUsher/seperate-render-and-display-resolution
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Higher Resolution Rendering Support
2019-07-15 07:05:55 +02:00
RadWolfie
82b2c3559d
Merge pull request #1662 from NZJenkins/input_hack
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Device connection delay hack
2019-07-14 22:39:26 -05:00
PatrickvL
3a0c0bb6a0
Pixel shader upgrading ( #1631 )
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* Remove support for shader models older than 2.0 while keep existing functionality intact.
* Fixed combiner output flags parsing (it didn't use a bitmask before)
* Separate decoding of register combiner registers from generation of pixel shaders.
* Added LOG_TEST_CASE's for the three cases that weren't hit before, so that we can gather titles that hit those cases.
* Remove remnants of code that supported pixel shader versions below 2.0.
Also addressed a few TODO's, by applying the IsArithetic() check instead of checking for opcodes > PO_TEX
2019-07-14 21:16:51 -05:00
RadWolfie
64f7822c1c
Merge pull request #1657 from gellis713/fixing-issue-1656
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Show Disabled Selection in Network Configuration
2019-07-13 18:03:06 -05:00
gellis713
56e08b03cb
Ensure "Disabled" is an option before and after first apply of adapter to prevent crashes.
2019-07-13 17:27:43 -05:00
Luke Usher
aeba69c71d
Fix FMV scaling in Star Wars: KOTOR
2019-07-13 22:37:10 +01:00
Anthony Miles
d0d8b864bd
fixup g_ prefix
2019-07-13 19:21:50 +12:00
Anthony Miles
15bccb3e06
Defer gamepad connection hack
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- Don't immediately connect gamepads on the first connection query
- Remove per-title input hacks
- Move device connection logic to function
2019-07-13 19:19:57 +12:00
Luke Usher
26f7bb130a
Small, but significant performance tweaks
2019-07-12 20:48:38 +01:00
Luke Usher
16cb3faf23
Revert "Tweaking cache values"
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This reverts commit 1a0d55b473
.
2019-07-11 20:37:14 +01:00
Luke Usher
1a0d55b473
Tweaking cache values
2019-07-11 18:16:03 +01:00
Luke Usher
3ccc02b7f4
Fix crash in DOA2 and GTA
2019-07-10 18:55:08 +01:00
Luke Usher
fe1285dc50
Minor performance tweak
2019-07-10 11:30:52 +01:00
Luke Usher
1e7b6891a3
Higher Resolution Rendering Support
2019-07-10 11:03:38 +01:00
RadWolfie
b4b9f18769
fix warning and use current i variable than misuse same variable
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Oops...
2019-07-09 15:54:54 -05:00
RadWolfie
a06341e0d2
relocate enter/leave critical section into dsound's patch functions
2019-07-09 15:54:54 -05:00
RadWolfie
c5b374e110
connect APIs to the mixbin functions
2019-07-09 22:30:06 +02:00
RadWolfie
c0c21253ec
Add GetVoiceProperties and SetMixBins hybrid functions
2019-07-09 22:30:06 +02:00
RadWolfie
20a237cbe9
fix parameters for SetMixBins patch functions
2019-07-09 22:30:06 +02:00
RadWolfie
5ebcd73d9c
Interface default creation to InitVoiceProperties function.
2019-07-09 22:30:06 +02:00
RadWolfie
73d40777f6
add GenerateMixBinDefault and InitVoiceProperties functions
2019-07-09 22:30:06 +02:00
RadWolfie
ced70f2334
Prepare to use DSVOICEPROPS for buffer/stream classes.
2019-07-09 22:30:06 +02:00
RadWolfie
7039332abd
fix X_DSMIXBINVOLUMEPAIR typo
2019-07-09 22:30:06 +02:00
RadWolfie
63663301f2
separate D3D8 build version away from general build version
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Plus prepare DSOUND build version to be use.
2019-07-07 16:59:52 +02:00
gellis713
0be1370d0b
Removes _XBOXKRNL_XXXX defines and dependency in xboxkrnl/xboxkrnl.h
2019-07-05 18:45:36 -05:00
Luke Usher
62a0e48f9c
Update comment with more info
2019-07-03 08:37:03 +01:00
Luke Usher
bd3dccf3f6
Fix dashboard black screen with backbuffer hack by always scaling viewport for backbuffer hack on the default render target
2019-07-03 08:31:34 +01:00
Luke Usher
196f1a74fd
Disable new behavior when backbuffer hack is enabled: The two are incompatible
2019-07-03 08:19:26 +01:00
Luke Usher
eec144e2e2
Fix black screen in some titles when switching resolutions during gameplay
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This contains a bug fix that can be seen on the MS dashboard (Clipped viewport values were never copied back to HostViewPort)
And one that was a previously unknown behavior (changing backbuffer width/height without a call to SetRenderTarget)
a LOG_TEST_CASE has been added for the new behavior, and a fix has been applied by destroying the existing host render target, and creating a new one.
Known PR Test Cases:
- MS Dashboard 'Video Mode' settings menu (When switching between 'widescreen', 'letterbox', 'normal')
- Chihiro Factory Test Program (requires chihiro-work branch)
2019-07-02 12:33:15 +01:00
Luke Usher
952e7870cd
Stub some 3D sound functions.
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Fixes a crash in Conker & Kingdom Under Fire (+ probably lots more)
2019-07-01 22:42:28 +02:00
Luke Usher
87d6ae65f1
Fix a deadlock when some LTCG titles attempt to wait for vertical blank
2019-06-26 21:00:28 +01:00
RadWolfie
5f5e19a36d
Merge pull request #1618 from PatrickvL/IsSupportedFormat
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Extracted IsSupportedFormat() method, now also called in bias-determination
2019-06-26 10:17:01 -05:00
patrickvl
071c072d59
Extracted IsSupportedFormat() method, now also called in bias-determination
2019-06-26 17:07:15 +02:00
Luke Usher
7851af5378
Prevent wasted call to WalkIndexBuffer when drawing indexed quadlists
2019-06-26 16:37:18 +02:00
Luke Usher
f36cd0540a
Implement Vertex Buffer Caching
2019-06-26 16:37:18 +02:00
Luke Usher
82307d7794
Fix a bug where the smashing drive fix was actually ignored
2019-06-25 09:14:19 +01:00
Anthony Miles
c3f977f864
Ignore D3DVSDT_NONE
2019-06-21 21:50:16 +12:00
Luke Usher
70ef251e4e
Merge pull request #1641 from NZJenkins/key_handling
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Call DefWindowProc when WM_KEYDOWN, WM_SYSKEYDOWN are not handled
2019-06-20 11:14:43 +01:00
Anthony Miles
db01f729f7
Call DefWindowProc when WM_KEYDOWN, WM_SYSKEYDOWN are not handled
2019-06-20 21:49:55 +12:00
Luke Usher
cf7fcc1603
Fix 'Smashing Drive' on AMD/Intel GPUs
2019-06-18 17:12:53 +01:00
patrickvl
e150690646
Limit log sanitation of string buffers to a maximum length to avoid printing invalid characters
2019-06-15 16:30:23 +02:00
Luke Usher
59d0f36f2f
Merge pull request #1632 from ergo720/remove_dbgprintfex
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Remove DBG_PRINTF_EX
2019-06-10 18:45:44 +01:00
Luke Usher
a934d7619c
Revert "Prevent NVNet hogging cpu"
2019-06-10 18:42:02 +01:00
ergo720
0eb57e2578
Remove DBG_PRINTF_EX
2019-06-10 18:51:45 +02:00
Anthony Miles
8cf2f0e467
Remove unused logging macros
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- LOG_ONCE
- LOG_XBOX_CALL
- LOG_FIRST_XBOX_CALL
2019-06-10 21:47:04 +12:00
Anthony Miles
f74cd91404
Remove dev logging
2019-06-10 21:47:04 +12:00
Anthony Miles
1611559087
Remove DBG_PRINTF and remaining usages
2019-06-10 21:46:49 +12:00
Anthony Miles
9a7ded6a53
Replace DBG_PRINTF with EmuLog
2019-06-07 23:26:26 +12:00
Anthony Miles
e97aecf278
Remove duplicate FLAG2STR
2019-06-07 23:24:10 +12:00
Anthony Miles
30badcd306
Fix DBG_PRINTF with missing newline
2019-06-07 23:24:10 +12:00
ergo720
71057b0486
Align TLSData to 16 byte boundary
2019-06-05 00:12:05 +02:00
Luke Usher
29249432b3
Fix an issue where the wrong depth buffer was selected
2019-05-30 20:11:22 +01:00
Luke Usher
b5a05f27c2
Merge pull request #1621 from NZJenkins/vs_overflow
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Use stringstream instead of fixed-size buffer to prevent overrun
2019-05-27 10:22:30 +01:00
Luke Usher
39c0dbb79c
Merge pull request #1620 from NZJenkins/vs_scalar_swizzle
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Always apply scalar swizzle fix
2019-05-27 10:21:06 +01:00
Anthony Miles
f8a503d69f
fixup pointers, use references
2019-05-27 18:20:49 +12:00
Anthony Miles
d4cbcc2d4a
Add SetStreamSource stride zero test case
2019-05-26 22:49:33 +12:00
Anthony Miles
8cf90d7604
remove unnecessary to_string()
2019-05-26 21:32:36 +12:00
Anthony Miles
84fd493011
Use stringstream instead of fixed-size buffer to prevent overrun
2019-05-26 17:09:28 +12:00
Anthony Miles
55e2643afa
Always apply scalar swizzle fix
2019-05-26 16:18:44 +12:00
RadWolfie
7373289804
fix cxbxr-debugger code to find resources correctly
2019-05-16 12:34:02 -05:00
RadWolfie
c9a0141ca3
Delete CxbxDebugger.csproj
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Oops
2019-05-16 12:32:49 -05:00
Luke Usher
6a29876b5e
Merge pull request #1611 from Cxbx-Reloaded/cmake
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Use CMake build-system
2019-05-15 08:06:01 +01:00
PatrickvL
55c015c1b6
Merge pull request #1603 from NZJenkins/texbem_stage
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Bumpmap bias tweaks
2019-05-15 07:14:33 +02:00
Luke Usher
561530a6c1
add HACK: note
2019-05-14 21:15:00 +01:00
Luke Usher
cfde68d8d5
Selectively unpatch Fiber functions, fixes Futurama without breaking DOA games
2019-05-14 08:55:49 +01:00
Margen67
1a92e63866
Update http documentation links to https and fix (some) dead ones
2019-05-12 02:36:50 -07:00
RadWolfie
e815f42e4c
add cmake support
2019-05-10 19:07:58 -05:00
Luke Usher
84f6d322e1
Fix an issue with overlay blitting after StretchRects change
2019-05-08 10:03:04 +01:00
Anthony Miles
1bd79c29eb
Bumpmap bias tweaks:
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- Use inputStage for bias check
- SCALE_BX2 instead of BIAS
- Disable L6V5U5 biasing (for now)
2019-05-05 18:41:06 +12:00
RadWolfie
d3caface5d
fix VS 2019 compiler
2019-05-04 15:06:06 -05:00
Luke Usher
57238afbe5
Remove now-unused variable
2019-05-04 20:31:27 +01:00
Luke Usher
a8dfc34678
Fix Begin/EndPush length calculation
2019-05-04 19:54:55 +01:00
Luke Usher
7af45097b7
Disable multisampling yet again...
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It's a shame but the previous 'fix' only worked for the dashboard, and caused
issues in many games themselves.
For example, GTA3 only rendered to half-the-screen due to multisampling issues.
A better fix needs to be investigated and implemented, sadly, we can't rely on
D3D9's native multisampling as it prevents the buffers from being locked... which
Cxbx-R *requires*
2019-05-03 22:56:21 +01:00
Luke Usher
7d9b954491
Fix multisampling
2019-05-01 11:37:19 +01:00
Luke Usher
cc552f3972
Merge pull request #1595 from LukeUsher/use-stretchrect
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Use StretchRect to blit the Xbox backbuffer
2019-05-01 09:55:23 +01:00
Luke Usher
1626b9e4e4
restore param comments
2019-05-01 09:41:08 +01:00
Luke Usher
ce51fdcd1c
Merge pull request #1593 from LukeUsher/bumpmap_bias
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Selectively add bias modifier so bump-map is signed
2019-05-01 09:38:37 +01:00
Luke Usher
fd5c575e88
Use StretchRect to blit the Xbox backbuffer
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This is a huge performance increase when using higher resolutions while
the Render to Host Backbuffer hack is disabled.
This was not easily possible in D3D8, but now we have D3D9, we can use
StretchRect to prevent unnecessary GPU->CPU transfers.
2019-05-01 08:42:03 +01:00
Luke Usher
deb5268df8
Prevent NVNet hogging cpu
2019-05-01 08:18:16 +01:00
Luke Usher
50d47fc881
Update fix based on new information
2019-04-30 13:53:01 +01:00
Luke Usher
96d2f24877
Apply a bias to texbem if an unsupported input format is used (JSRF fix)
2019-04-29 20:22:46 +01:00
Anthony Miles
9694153db8
Add bias modifier so bumpmap is signed
2019-04-28 11:55:44 +12:00
ergo720
884cef91e9
Move EmuLog(Ex) together with the other logging functions
2019-04-21 14:27:23 +02:00
Luke Usher
d5ac72d8cd
Don't overrite initial Xbox RenderState/TextureState values
2019-04-17 13:49:51 +01:00
Luke Usher
ab8a971215
Fix when titles attempt to create declaration only shaders, slightly improves Sonic Heroes
2019-04-17 13:49:51 +01:00
Luke Usher
d58a69a9db
Use Xbox definitions
2019-04-17 13:49:51 +01:00
Luke Usher
f8af77d0e1
Fix when 3DDevice_LoadVertexShaderProgram is called while an FVF shader is set
2019-04-17 13:49:51 +01:00
Luke Usher
43e147777c
Add LOG_TEST_CASE for previously unknown behavior
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A fix for this scenario will be investigated soon
2019-04-17 13:49:51 +01:00
Luke Usher
53dc6441c6
Fix an issue with mipmap levels when using non-square textures
2019-04-17 13:49:51 +01:00
RadWolfie
82909b939f
add "Disable mute on unfocus" option to audio settings
2019-04-12 16:06:58 -05:00
RadWolfie
5d973b2dec
fix Visual Studio resource generated files
2019-04-12 13:44:07 -05:00
PatrickvL
e9afda2f0a
Merge pull request #1584 from LukeUsher/star-wars-dvd-demo
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Allow XBE Section preload to fail
2019-04-11 13:05:48 +02:00
Luke Usher
3c3305a17a
Update Comment
2019-04-11 09:50:46 +01:00
Luke Usher
4dbeab62ac
Allow XBE Section preload to fail
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Since all sections in all Xbes are usually marked as preload, the Xbox
kernel attempts to load them all regardless.
In some titles (for example, Lego Star Wars DVD demo) the whole XBE is
too large to fit in RAM, and it is *expected* for the preload to fail.
Previously, when hit with this scenario, Cxbx-R would hard crash.
Now it mirrors hardware behavior and gracefully continues, skipping the
failed Xbe section.
Q: Why is this the case?
A: It's possible (and proven) that with titles such as the Lego Star Wars
DVD Demo, *all* game data is contained within the XBE file, rather than
on-disc as raw files. Naturally, these are too big to fit into the Xbox
RAM, so certain large sections fail to allocate, and are skipped
entirely by the Xbox Kernel.
The game then reads data from these sections by *not* loading them to
memory, but parsing the section *headers* to do raw file-io and read the
Xbe file as a binary blob, parsing the virtual filesystem.
This change allows Lego Star Wars DVD Demo (and other large Xbe titles)
to boot.
Lego Star Wars DVD Demo doesn't work yet, however, as it attempts a
dashboard update and fails, but it no longer crashes the whole emulator.
2019-04-11 08:32:39 +01:00
Luke Usher
10badd5f8f
Merge pull request #1583 from NZJenkins/unset_textures_on_release
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Clear released texture from EmuD3DActiveTexture
2019-04-11 08:26:05 +01:00
Anthony Miles
35c3981f7d
Clear released texture from EmuD3DActiveTexture
2019-04-10 21:22:42 +12:00
Anthony Miles
b859491b19
Log non-texture resources passed to GetHostTexture
2019-04-10 21:16:49 +12:00
Luke Usher
843c65a11c
Add dummy item where UncapFramerate used to sit, add note to explain why
2019-04-08 14:58:45 +01:00
Luke Usher
2ad5cfce8d
Feedback
2019-04-08 11:01:42 +01:00
Luke Usher
8b2e758377
Respect Xbox presentation interval
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This allows us to improve our frame-limiter, so that we can disable it
if a game does not require a fixed frame-rate, and enable it for titles
that do.
Result:
XDK Samples can now run at high frame-rates (100+ fps) without effecting actual
speed (just like on real hardware)
Dashboard can reach over 100fps, and still run at the correct speed
JSRF and other titles that tie game speed to frame-rate are limited to
60FPS.
Fixed broken VSYNC handling too: Disable VSYNC has been broken since the
D3D9 port, perhaps before then.
2019-04-08 08:11:12 +01:00
PatrickvL
13daf887c0
Merge pull request #1578 from LukeUsher/fix-render-texture-states
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Minor Cleanup of Render State and Texture State handling
2019-04-07 13:07:05 +02:00
Luke Usher
a0e8bb8973
Feedback
2019-04-07 09:21:11 +01:00
Luke Usher
372de28d7b
Reduce D3DTOP >= 4361 exception to >= 4134: Fixes DOA3 PAL
2019-04-06 14:07:43 +01:00
Luke Usher
04b311ec8c
Restore StageIndex--
2019-04-05 15:09:21 +01:00
Luke Usher
67569172cb
More point sprite tweaks
2019-04-05 14:45:00 +01:00
Luke Usher
2d8f5124da
Improve mappings of D3DTOP values for earlier XDKs
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TODO: Verify when the values changed, it must be somewhere between 3911 and 4361 but where?
2019-04-05 14:30:00 +01:00
ergo720
9270091d99
Fix a deadlock in KiTimerExpiration caused by KeWaitForSingleObject
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This also fixes LLE USB not working for homebrews
2019-04-05 14:09:06 +02:00
Luke Usher
a4741d5c3e
Fix issue where Portable Mode would still default to AppData for EmuDisk
2019-04-05 10:48:23 +01:00
Luke Usher
9897c8daeb
Explicitly map RenderState values
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Prevents incorrect mappings from going accidentally un-noticed
Also implements X_D3DRS_WRAP2/X_D3DRS_WRAP3, as well as D3DWRAPCOORD_3 which were previously ignored.
2019-04-05 09:44:54 +01:00
Luke Usher
c37fe2595e
Fix broken textures caused by off-by-one error (solve regressions)
2019-04-05 09:42:30 +01:00
Luke Usher
21377baf93
Fix broken/incorrect X_D3DTSS_ALPHAOP values.
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Fixes broken cloth polygons in Dead or Alive 3.
2019-04-04 20:07:51 +01:00
Luke Usher
11daaac408
Remove EmuD3DRenderStateSimpleEncoded, use DxbxRenderStateInfo instead
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This code is easier to maintain, easier to extend, and removes more
legacy cruft from original Cxbx.
2019-04-04 14:32:15 +01:00
Luke Usher
f6c2544c22
Slightly better way of handling Point Sprites in XbState
2019-04-03 12:03:36 +01:00
Luke Usher
ed559e5fd6
Cleanup XbState code: Preparing for bug fixes/improvements
2019-04-03 11:47:32 +01:00
Luke Usher
7d4e260c33
Cleanup XbConvert as a whole: Less magic, more mapping, more logging of unsupported features
2019-04-02 11:16:14 +01:00