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