* Rename g_CurrentXboxVertexShaderHandle to g_Xbox_VertexShader_Handle
* Remove CxbxDrawContext.XboxVertexShaderHandle field, and replaced reads from this field by g_Xbox_VertexShader_Handle (since all writes to this field used that as source)
* Removed commented-out #include's
* Removed duplicate DEF_VSH_* defines, replaced usage by existing X_D3DVSD_*() defines.
* Removed commented-out #include's from src/vsbc
* Removed nearly all "namespace XTL"-wrappers around #includes; Instead, wrap applicable contents of these included files in namespace XTL. Removed all now-obsolete "XTL::" prefixes.
* Moved all host D3D9 symbols outside of namespace XTL (finally!)
* Removed all "using namespace XTL;" occurences (except one, which is marked with a TODO)
* Restored Unix EOL style (to avoid large diffs with upstream)
* Moved CxbxInitAudio outside XTL namespace (this was the last Cxbx* symbol in XTL)
* Removed final "using namespace XTL" occurence by cleaner wrapping of logging intrinsics inside and outside namespace XTL.
* Prefix a few Xbox types with X_ (and avoid compile-error by removing the now-obsolete duplicate of X_D3DCALLBACK).
Also nicely indent all Direct3D9 alias defines, introduced when porting from Direct3D8. Who knows, one day we might re-define them once again to port to more recent Direct3D versions?
* Made EmuXTL.h obsolete, by #include'ing specific headers instead of it.
* Removed unused #include's of EmuFS.h
* Remove #pragma once, when there's already an include guard present.
* Delete EmuXTL.h and XOnline.cpp, keep but disable XOnline.h for documentation purposes.
* Fix all compiler warnings that have no functional impact. What's left requires more research
* Remove GetVersion, retain Wine check
This allows for both steps to be completely disconnected, easily
allowing patches to be turned on or off based on a set of flags, as well
as preventing the need to clear the HLE cache when switching from
HLE->LLE.
This also allows patches to be seen/modifed from a central location,
no more searching through the codebase to determine if a function should
be patched or not, and no more 'FUNC_EXPORTS/GetProcAddress' magic!
Currently, this is used for HLE only, but could really shine when
extended to introduce optional detour based logging even when LLE is
enabled.
For example We could easily add a LLE_D3D_DETOUR flag, which when
enabled, patches functions with a wrapper, which simply logs input and
output, calling the original xbox function via a trampoline.
This would be great for debugging, as we'd get a full call trace from
the API level, even when not implementing HLE.
There's also the possibility of mixing in some patches even with LLE
enabled: for a hybrid HLE/LLE solution of the same functionality,
but there are no plans to implement that at this moment of time.
* Import SimpleIni module
* Rename XBController to DInputController
Since it's only about configure DirectInput support.
* Append to previous 2 commits
* Initialize Settings class
* Append to previous commit
* Properly use EmuXTL header instead of EmuShared
* Move audio variables into setting class
* Move video variables into Settings class
* Append to previous commit
* Move hack variables into Settings class
* Append previous commit
* Append to third previous commit
* Move xbox controller port map to Settings class
* Append to second previous commit
* Move DirectInput Controller map to Settings class
* Remove old XInput member variable
* Append to second previous commit
* Tiny Fixup
* Remove Load/Save from EmuShared class
* Move both GUI and emulate/core to Settings class
* Oops, append to DirectInput controller's commit(s)
* Fix spaces to tab plus remove useless extra spaces
* Code format fixes
* Fix EmuShared's Set____ function to include const type.
Then "set" functions are supportive for both const and non-const variables.
* Add Sync and GetDataLocation functions to Settings class
* Move include filesystem into root header file.
* Introduce Verify function in Settings class
* Fix old bug for console remains open
* Making some adjustments...
* Append
* Another fix for any output prints crash.
* Add Delete function to Settings class
Plus keep save's file path if has given one.
* Fix LLE_USB to set into Settings class' member variable.
* No longer rely on GUI's end to reset LLE flags for multi-xbe titles.
* Simulate what GUI will do except in standalone kernel mode support.
* Move m_StorageLocation into Settings class as central.
Plus optimization for GetDataLocation function.
* Update sentence...
* Remove m_XbePath from EmuShared class.
Since kernel process is launching by on its own without rely on GUI process.
* Update copyright
* Fix DirectInput config not responding message
* Implement new feature: Bypass running as admin warning message
* Rename Emulate Settings to Core Settings
Plus move AllowAdminPrivilage option to core.
* Add reserve space for Settings' structure to integrate into EmuShared
* Ensure all reserves are set to 0 by default.
* Append to "Rename Emulate Settings to Core Settings" commit
* Fix rebase loss.
* Fix kernel mode process's window screen
* Correction: use bool for allowAdminPrivilege and add a save data
* Few fixes for allowAdminPrivilege
* Implement support to prevent tamper shared memory between GUI processes.
NOTE: Kernel process will be using same shared memory since guiProcessID will remain as 0.
* Various improvement
* Use std library functions
* Use single column spaces for align support on different tab size
* Include failsafe if custom and file path string values are bad format
Apparently ARRAYSIZE isn't define on other compilers.
* Last ARRAYSIZE replacement plus buffer overflow protection
* Replace WinAPI to std library's filesystem
* Revert support for 2+ emulation process at same time.
Emulation's graphic screen has corruption between both windows. Not even a wrapper to D3D9 will fix it.
If the current commit has a tag, the version string will be "Cxbx-Reloaded TAG_NAME (DATE)
If the current commit does not have a tag, the version string will be "Cxbx-Reloaded COMMIT_SHORT_HASH (DATE)"