Updated Cxbx Reloaded overview (markdown)
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@ -66,4 +66,9 @@ Since we emulate the GPU, we can access this memory solely in the CPU memory-map
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Tiled memory is not yet fully researched for Cxbx-Reloaded. Currently, Cxbx-Reloaded just maps the same memory in use for 'Contiguous memory' towards the tiled memory region (0xF0000000 to 0xF4000000). _This is probably not sufficient and will need more research and emulation._
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## JIT
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**TODO**
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**TODO**
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## Rendering
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Xbox renders using the Nvidia NV2A GPU. Most software written for the Xbox was developed with some version of the official "Xbox Development Kit" (XDK for short), which offered Direct3D 8 like features. Therefor, Cxbx-Reloaded uses Direct3D 8.1 as rendering API, although it's planned to port to Direct3D 9 (for HLE) and OpenGL (for LLE). Vulkan is currently not under consideration.
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Some features the NV2A offered are not available on Direct3D 8 (not even on 9), so for those Cxbx-Reloaded tries to convert it to host-compatible rendering. For example, some texture-formats (like P8, R8B8 and others) are not available on host Direct3D, and are thus converted into ARGB (the most widely supported texture format). Vertex coordinates undergo a similair conversion.
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