Commit graph

6417 commits

Author SHA1 Message Date
Margen67
1a92e63866 Update http documentation links to https and fix (some) dead ones 2019-05-12 02:36:50 -07:00
wutno
45159194d4 build on travis-ci using cmake 2019-05-10 19:08:17 -05:00
wutno
6f8e785d87 build on appveyor using cmake 2019-05-10 19:08:17 -05:00
RadWolfie
e815f42e4c add cmake support 2019-05-10 19:07:58 -05:00
RadWolfie
cfe4a39894 Update .gitmodules 2019-05-10 14:29:05 -05:00
Luke Usher
a9d1abcf71
Merge pull request #1607 from Margen67/patch-1
Remove unused d3d8.dll from appveyor-gather.bat
2019-05-09 09:49:34 +01:00
Margen67
f9960bb6f5
Remove unused d3d8.dll from appveyor-gather.bat 2019-05-09 01:05:12 -07:00
Luke Usher
76dd07c1ee
Merge pull request #1605 from LukeUsher/fix-overlay-after-stretchrects
Fix an issue with overlay blitting after StretchRects change
2019-05-08 10:48:18 +01:00
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:
- Use inputStage for bias check
- SCALE_BX2 instead of BIAS
- Disable L6V5U5 biasing (for now)
2019-05-05 18:41:06 +12:00
PatrickvL
26b72dbc11
Merge pull request #1602 from RadWolfie/fix-vs-2019
Fix VS 2019 Compiler
2019-05-04 22:15:10 +02:00
RadWolfie
d3caface5d fix VS 2019 compiler 2019-05-04 15:06:06 -05:00
PatrickvL
472baf66eb
Merge pull request #1601 from LukeUsher/fix-endpush-count
Fix D3DDevice_Begin/D3DDevice_EndPush length calculation
2019-05-04 21:39:06 +02:00
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
RadWolfie
4688b5cfc4
Merge pull request #1599 from LukeUsher/disable-multisampling-again
Disable multisampling yet again...
2019-05-04 08:53:10 -05:00
Luke Usher
7af45097b7 Disable multisampling yet again...
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
PatrickvL
4986023ea5
Merge pull request #1596 from LukeUsher/fix-multisampling
Fix multisampling
2019-05-01 13:24:39 +02:00
Luke Usher
7d9b954491 Fix multisampling 2019-05-01 11:37:19 +01:00
Luke Usher
cc552f3972
Merge pull request #1595 from LukeUsher/use-stretchrect
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
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
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
81741f3706
Merge pull request #1594 from LukeUsher/prevent-nvnet-hogging-cpu
Prevent NVNet hogging cpu
2019-05-01 08:19:08 +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
RadWolfie
87367e89bb
Merge pull request #1590 from ergo720/emulog_move
Move EmuLog(Ex) together with the other logging functions
2019-04-21 08:21:22 -05:00
ergo720
884cef91e9 Move EmuLog(Ex) together with the other logging functions 2019-04-21 14:27:23 +02:00
PatrickvL
c917ff0d47
Merge pull request #1588 from LukeUsher/more-d3d-hle-work
Implement missing LoadVertexShader & Declaration only Shader functionality
2019-04-18 20:34:44 +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
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
Luke Usher
670d90651c
Merge pull request #1586 from RadWolfie/ds-globalfocus-option
DirectSound unfocus audible option + minor fixes
2019-04-13 16:00:03 +01:00
RadWolfie
82909b939f add "Disable mute on unfocus" option to audio settings 2019-04-12 16:06:58 -05:00
RadWolfie
b19fc40ff1 rename Hardware Video to Exclusive Fullscreen 2019-04-12 15:25:28 -05:00
RadWolfie
9d58043d41 fix generated resource file to use correct file path
Thanks to ergo720 for bring it up. I may had not find the cause at all.
2019-04-12 15:01:53 -05:00
RadWolfie
5d973b2dec fix Visual Studio resource generated files 2019-04-12 13:44:07 -05:00
PatrickvL
8f50a2c8e5
Avoid error on Cxbx post-build copy command when the SolutionDir contains a space. 2019-04-11 17:18:03 +02:00
PatrickvL
e9afda2f0a
Merge pull request #1584 from LukeUsher/star-wars-dvd-demo
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
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
Clear released texture from EmuD3DActiveTexture
2019-04-11 08:26:05 +01:00
Luke Usher
686ea7e303
Merge pull request #1582 from NZJenkins/catch_surfaces_as_textures
Log non-texture resources passed to GetHostTexture
2019-04-10 10:27:16 +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