From 28cf986fffbef6828dc22d4cc6f7707a6ff2318e Mon Sep 17 00:00:00 2001 From: PatrickvL Date: Wed, 2 Aug 2017 17:10:31 +0200 Subject: [PATCH] Updated Cxbx Reloaded overview (markdown) --- Cxbx-Reloaded-overview.md | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/Cxbx-Reloaded-overview.md b/Cxbx-Reloaded-overview.md index 99aa6d0..8633051 100644 --- a/Cxbx-Reloaded-overview.md +++ b/Cxbx-Reloaded-overview.md @@ -66,4 +66,9 @@ Since we emulate the GPU, we can access this memory solely in the CPU memory-map 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._ ## JIT -**TODO** \ No newline at end of file +**TODO** + +## Rendering +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. + +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. \ No newline at end of file