Commit graph

7449 commits

Author SHA1 Message Date
Luke Usher
4045698fb5 Implement XGetSectionHandleA
This allows XApiInitProcess to complete. Xbox software now manage their own heap
2016-08-19 22:21:09 +01:00
Luke Usher
adc1ec539a Remove XapiInitProcess HLE as we are very close to not requiring this patch 2016-08-19 21:57:37 +01:00
Luke Usher
462d8b34e2 Revert 3848ff6 (Thrown away HLE Database)
Porting the StoredTrie format from Dxbx may be more effort than it's worth at this point, OOVPA needs more manual work to add symbols but is sufficient for now.
2016-08-19 21:46:08 +01:00
Luke Usher
61649f73bd add dummy implementation of HalRegisterShutdownNotification
This is the furthest we can get without HLE, all XDK titles now crash during XGetSectionHandle while attempting to read the XBE symbol table.
We can either HLE this, or rework Cxbx to load the entire XBE into memory the way Xenoborg does, this would allow Xbox code to correctly access portions of the XBE header without HLE.
2016-08-19 20:45:59 +01:00
Luke Usher
d3961e6fd6 Forgot to include this in the last commit. Oops. 2016-08-19 20:34:47 +01:00
Luke Usher
afa9d02e2e Implement fake kernel header to allow XapiRestrictCodeSelectorLimit to succeed
Cxbx now requires support for large address space on 32-bit applications, this may break some 32-bit operating systems.
2016-08-19 19:55:18 +01:00
Luke Usher
3f70ed9f7c Implement XboxKernelVersion export
This allows XApiApplyKernelPatches(); to run without having to intercept it
2016-08-19 19:53:37 +01:00
Luke Usher
9568b129a4 fix NtQueryFullAttributesFile to use CxbxObjectAttributesToNt() rather than hard coding directories 2016-08-19 06:51:13 +01:00
Luke Usher
a6cfc2d7a3 Fix an issue where the wrong Xbe path was being set 2016-08-19 06:07:21 +01:00
Luke Usher
1578146bfe Implemented Symbolic Link kernel API using code from Dxbx
Dxbx contains a LOT of improvements that did not make it back into Cxbx
2016-08-18 20:40:36 +01:00
Luke Usher
875c64148c Remove 'stupid hack' which allowed for execution to continue after HalReturnToFirmware was called. 2016-08-16 17:04:04 +01:00
Luke Usher
3848ff66ad Thrown away HLE Database
It is planned that the OOVPA HLE Database will be replaced with a better method. Dxbx style StoredPatternTrie is being considered, but a decision has not yet been made
2016-08-15 20:49:54 +01:00
Luke Usher
57681ab670 Removed lock to single core, had too much of an effect on performance 2016-08-13 22:58:56 +01:00
Luke Usher
5485699f06 Remove some high level XAPI functions, including some which were not used 2016-08-13 22:41:30 +01:00
Luke Usher
bd3ee280e1 Fix a crash due to a missing ret statement in EmuFS.cpp 2016-08-13 19:11:41 +01:00
Luke Usher
b589c6da82 Force Cxbx to use only one core as the Xbox cpu is single threaded 2016-08-12 19:50:12 +01:00
Luke Usher
10ad17161d Remove unused high level thread functions 2016-08-12 19:47:18 +01:00
Luke Usher
508d421e81 Fi x an issue with EmuPush/PopDwordPtrFs00 2016-08-12 16:26:55 +01:00
Luke Usher
bea4f63f20 Remove HLE emulation of Rtl Heap functions
Titles can now manage their own heap, so this is no longer required
2016-08-12 09:30:12 +01:00
Luke Usher
67c37feebd fix compilation with Visual Studio 2015 2016-08-12 09:25:45 +01:00
Luke Usher
d5a7180c61 Fix null pointer deference which was happening in Crazy Taxi 3.
TODO: Find out why
2016-04-05 21:08:18 +01:00
Luke Usher
6f3e14b768 NtQueryVolumeInformationFile implementation modified to be more like Dxbx, allows some titles to progress further. 2016-04-04 20:59:03 +01:00
Luke Usher
35cfdce7d5 Forgot a linebreak 2016-04-02 20:20:32 +01:00
Luke Usher
729123e57a Re-enabled all FS patches, it does not seem to have any effect on compatibilty, but it's better to be safe, we don't want Xbox code playing around with Windows TLS if we can help it. 2016-04-02 19:41:20 +01:00
Luke Usher
f7569a4ce9 Disabled Debug_Alloc as it is causing crashes in debug builds. 2016-04-01 22:59:34 +01:00
Luke Usher
1174ac350b Add HLE Database fixes from old Cxbx-Reloaded branch 2016-04-01 22:12:48 +01:00
Luke Usher
b0ef995e08 Add 64-bit support 2016-04-01 21:46:04 +01:00
Luke Usher
38a6eed65e Convert project to open with MSVC 2015. However, still using the v120 toolset.
Removed spare project files, I only test compilation with the latest MSVC version.
2016-04-01 21:39:17 +01:00
Echelon9
231e924bd1 Fix typo in pixel shader logging. No expected effect on performance or compatibility. 2015-03-30 22:50:38 +11:00
Echelon9
0f36366310 Add support for RtlFreeAnsiString (Kernel API 0x11E / 286) 2015-03-29 21:28:50 +11:00
Echelon9
96676564ca Add support for RtlInitUnicodeString (Kernel API 0x122 / 290) 2015-03-29 20:58:57 +11:00
Echelon9
05c61d8f5f This typo may have lead to limited pixel shader issues 2015-03-29 19:11:05 +11:00
Echelon9
756a12afcb Address Issue #12 - Improve emulated Direct3DDevice::Clear() calls when render target does not have an attached depth buffer 2014-07-14 18:39:20 +10:00
Wayo
505fd12f1e Added support for GetCreationParameters() in the HLEDatabase on titles built with the 4361 version of the D3D library. 2014-06-24 15:38:20 +02:00
Echelon9
3031eaa807 Fix Issue #9: Support SetThreadPriority() via Ntdll call pass-through 2014-06-23 22:30:11 +10:00
Echelon9
134eaafd22 Fix Issue #6: Support GetOverlayUpdateStatus() on 5659 2014-06-15 12:34:15 +10:00
Echelon9
ff23034693 Fix Issue #5: Support EnableOverlay() on 5659 and 5558 2014-06-15 12:07:10 +10:00
Echelon9
0af90817e8 Fix Issue #4: Support DrawIndexedVerticesUP() on 5659 2014-06-15 11:26:00 +10:00
Echelon9
107b6bec6b Correct logging of ExSaveNonVolatileSetting() 2014-06-12 22:03:34 +10:00
Echelon9
bb641a693b Ensure no switch case fallthrough for EEPROM_AUDIO in ExQueryNonVolatileSetting() 2014-06-12 21:51:58 +10:00
Echelon9
72ba307f8f Modest typo corrections 2014-06-11 21:35:23 +10:00
Echelon9
1fd52aebd0 Clarify and cleanup LDT initialisation and MAGIC_NUMBERS. Courtesy of haxar 2014-06-11 21:26:52 +10:00
Echelon9
43c266dc58 Avoid heap double free is PsCreateThread() proxy 2014-05-27 22:56:59 +10:00
Echelon9
595e35ce71 Ensure sufficient stack space for EmuWarning(). The previous amount could be routinely overrun with long pixel shader error messages. 2014-05-25 16:51:08 +10:00
Echelon9
6d47a8ad0e Correct documentation within PixelShader.cpp 2014-05-25 16:26:28 +10:00
Echelon9
c0cfa030d6 Improve documentation of D3DPOOL_DEFAULT 2014-05-25 16:13:47 +10:00
Echelon9
41bbfdd0af During CreateDevice only clear depth buffer if present, to avoid a DirectX Debug Runtime error report 2014-04-06 20:17:56 +10:00
Echelon9
aee7e41ff1 Permit the DirectX Debug Runtime on strict error reporting to pass an early issue releasing D3DDevice surfaces 2014-04-05 23:19:36 +11:00
Echelon9
ce0e2e00ed D3D8::IsBusy support for XDK 4432 (based on XDK 4361) 2014-03-30 23:46:07 +11:00
Echelon9
9967b72d83 Fix MSVC warning: Invalid data: accessing 'm_DeviceName', the readable size is '6240' bytes, but '-240' bytes might be read 2013-09-15 12:49:36 +10:00