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v0.1
v0.1-alpha
-
b8b08e716e
Margen67
2021-06-21 16:08:40 -10:00 -
8e384b4b8c
RadWolfie
2021-06-21 04:49:42 -05:00 -
494ef0b267
Luke Usher
2021-06-21 10:02:47 +01:00 -
1ed65ec29a
RadWolfie
2021-06-20 13:11:53 -05:00 -
f2aaa2adea
CI: Remove Travis leftovers
Margen67
2021-06-20 06:15:47 -10:00 -
bc14c34efc
RadWolfie
2021-06-20 11:09:57 -05:00 -
a1f0290039
.azure-pipelines.yml changes
Margen67
2021-05-23 22:58:52 -10:00 -
07992147bd
RadWolfie
2021-06-20 10:23:57 -05:00 -
1475761d5c
CI.yml: Use gh release create
Margen67
2021-06-19 16:28:18 -10:00 -
4d2a59d737
add missing and sort changed values from logging config
RadWolfie
2021-06-19 18:00:05 -05:00 -
af43500c1a
move non-lle work done from chihiro to upstream
RadWolfie
2021-06-19 17:00:48 -05:00 -
56eede299b
Luke Usher
2021-06-19 17:49:52 +01:00 -
ee9ba1cacb
literalmente-game
2021-06-19 13:34:58 -03:00 -
1f0c3f677e
RadWolfie
2021-06-15 18:26:20 -05:00 -
0643645ddd
Delete .travis.yml
Margen67
2020-12-11 13:00:33 -08:00 -
23c1dcf1c9
PatrickvL
2021-06-12 10:21:46 +02:00 -
addf4b42fd
ergo720
2021-06-11 13:05:37 +02:00 -
c4d75368a5
return status_invalid_handle when it cannot find the requested section
ergo720
2021-06-11 12:17:41 +02:00 -
f1e54be515
Luke Usher
2021-06-10 18:51:25 +01:00 -
d847580881
Added support to load dsp images from xbe sections
ergo720
2021-06-10 19:39:42 +02:00 -
c7bf62ce62
ergo720
2021-06-10 12:44:48 +02:00 -
98a44aa47d
Removed unused dwBytesRead variable and unused argument from XB_InitializeObjectAttributes macro
ergo720
2021-06-10 12:22:22 +02:00 -
f003c11260
typo fix
jackchentwkh
2021-06-10 15:35:56 +08:00 -
55e45e728e
using correct 3D mip map dimention sizes in all 3 dimensions, and calculate correct source size. this fix Halo, get in game.
jackchentwkh
2021-06-10 11:33:54 +08:00 -
9a7235f8a9
null dsound3dbuffer/dsoundbuffer and delete CDSStream * pThis only when reference count decrease to 0. this prevents potential memory leaking and error buffer pointer erasing.
jackchentwkh
2021-06-08 22:40:58 +08:00 -
0c038e60da
Change Memory/buffer release order in the reverse order or creation. delete X_CDirectSoundStream* pThis in the 2nd call to CDirectSoundStream_Release(). this makes CrashTwinsanity happily ingame.
jackchentwkh
2021-06-08 20:46:05 +08:00 -
ba9ee5fd2f
Luke Usher
2021-06-08 07:16:37 +01:00 -
fa1f4d4c50
Make sure packet iterator is validate after DSStream_Packet_Clear() calls erase(). this fixs debug builds with PGR2
jackchentwkh
2021-05-23 21:57:52 +08:00 -
ea55dfa45d
remove extra space in end of line, replace tabs with spaces.
jackchentwkh
2021-05-23 18:15:35 +08:00 -
6bb0234dc8
Fix DSoundBufferResizeSetSize with DSBuffer creation failure when remained hos buffer bytes is less then DSBSIZE_MIN, also correct a wrongly used argument with call to DSound3DBufferCreate. add more sanity checks. this fixs PGR2, now release build can enter the race. but debug build has different issue with vector/iterator.
jackchentwkh
2021-05-23 15:58:39 +08:00 -
30d9bce4f7
Make sure packet iterator is validate after DSStream_Packet_Clear() calls erase(). this fixs debug builds with PGR2
jackchentwkh
2021-05-23 21:57:52 +08:00 -
099003cf7e
remove extra space in end of line, replace tabs with spaces.
jackchentwkh
2021-05-23 18:15:35 +08:00 -
3e9cfedf66
Fix DSoundBufferResizeSetSize with DSBuffer creation failure when remained hos buffer bytes is less then DSBSIZE_MIN, also correct a wrongly used argument with call to DSound3DBufferCreate. add more sanity checks. this fixs PGR2, now release build can enter the race. but debug build has different issue with vector/iterator.
jackchentwkh
2021-05-23 15:58:39 +08:00 -
8b9b26b56e
PatrickvL
2021-06-07 16:04:18 +02:00 -
a3fbf02287
Pass host D3DUsage and D3DFormat along as arguments to the SetHostResource registration function (and only use GetDesc if the caller doesn't have access to those variables).
PatrickvL
2021-06-01 11:54:02 +02:00 -
683774ac59
Updated NV2A LLE kelvin_color_format_map with the same fixes done in xemu over the past years
PatrickvL
2021-05-31 16:40:17 +02:00 -
9795001f31
Refactor getting host D3DFORMAT, use it for COLORSIGN, and add signed-to-unsigned mapping
PatrickvL
2021-05-29 18:47:55 +02:00 -
cf7c303572
[WIP] Implement the Texture Stage State Xbox extensions COLORSIGN, COLORKEYOP, COLORKEYCOLOR (just like ALPHAKILL) in HLSL (both Fixed Function and regular template-based converted shaders).
PatrickvL
2021-05-17 10:53:30 +02:00 -
7c06833009
fix up fog mode (#2163)
medievil1
2021-03-17 18:54:18 -04:00 -
fa0a114e0c
Fix passthru not passing through all components Previous behaviour aligned with ps_1_3 texcoord, where alpha = 1 but appears to be incorrect. Note ps_1_4 texcrd leaves alpha undefined Fixes Metal Arms menu clouds
Anthony
2021-05-19 22:31:54 +12:00 -
a8fae55299
Fix HLSL PS bump environment mapping (most of the research done by medieval, thanks!)
PatrickvL
2021-05-15 21:06:12 +02:00 -
c03b2ed151
Fix DolphinClassic sample, by not making fogDepth absolute (thanks NZJenkins!)
PatrickvL
2021-04-23 12:12:46 +02:00 -
061e38af6f
HLSL Pixel Shader tweaks;
PatrickvL
2021-04-14 13:13:40 +02:00 -
d46abef9a1
Redefine undefined ALPHAOP behaviour for Crash WoC To aid debugging add a LOG_TEST_CASE , and include ALPHAARGs when ALPHAOP is disabled
Anthony
2021-04-22 01:44:51 +12:00 -
3da5b9f5d9
Include debug comment about how the final combiner hlsl was generated Make hasFinalCombiner correspond to DecodedHasFinalCombiner
Anthony
2021-04-20 23:53:06 +12:00 -
a29c2f7d62
Force VS to write to oFog.x Default fog factor to 1 (no fog)
Anthony
2021-04-20 23:17:08 +12:00 -
d8c18cf268
Mask flags when detecting colorarg1 + missing texture case
Anthony
2021-04-19 23:08:06 +12:00 -
6bf2a1f44f
Reuse colorOp variable And additional comments
Anthony
2021-04-19 20:45:01 +12:00 -
ce7a5f6e40
Fix GTA III logos Depending on ALPHAOP == DISABLE
Anthony
2021-04-19 20:29:27 +12:00 -
5aaadd026c
Implement missing texture behaviour
Anthony
2021-04-19 19:10:31 +12:00 -
990a24292d
Fix reflection equation Improve BumpDemo
Anthony
2021-04-13 22:20:17 +12:00 -
85f792d2b2
Fix DOTPRODUCT3 texture op Improves PerPixelLighting
Anthony
2021-04-12 23:53:06 +12:00 -
2f9558d307
Use SAMPLE_NONE instead of IsTextureSet
Anthony
2021-04-09 22:38:33 +12:00 -
814b040ff1
Normalize the values returned by the texture state converter
Anthony
2021-04-06 19:42:04 +12:00 -
657a8ef7c3
Disable lighting for point sprites
Anthony
2021-04-03 19:58:27 +13:00 -
5ea12636ee
Passthrough fogging and generate fog factor for fixed function mode
Anthony
2021-03-31 01:47:57 +13:00 -
3ea3cdc1a8
Fix implicitly extern shader variable So the hardcoded values are used, as values were unintuitively being read from constant registers
Anthony
2021-03-22 22:30:12 +13:00 -
6f2460c70a
Fixed function pixel shader
Anthony
2021-03-21 23:16:44 +13:00 -
03200fdcd3
Re-enable texture stage swap hack
Anthony
2021-03-20 00:15:06 +13:00 -
90bdeac904
fix up fog mode (#2163)
medievil1
2021-03-17 18:54:18 -04:00 -
726d6ff4f3
Improve scaling of depth buffer texture coordinates - GetZScale accepts a PixelContainer rather than a surface - Fix accidental call to CxbxGetPixelContainerDepth instead of GetZScale - Assume we should scale the z component for all depth buffers, not just linear ones
Anthony
2021-03-13 18:44:08 +13:00 -
512502ce36
Fix Azurik render issue Remove #ifndef blocks that were driven by the opposite define than they should have been Also provide the opposite flag as a comment, next to where the 'driver' define
Anthony
2021-03-11 21:53:42 +13:00 -
ad1652f050
Fix array index out-of-range crash Remove PS_REGISTER_ONE usage since its not a register, but a combination of PS_REGISTER_ZERO and an INPUT_MAPPING
Anthony
2021-02-15 21:53:11 +13:00 -
fe6de7c621
Fix fog when xfc is undefined * flip fog factor lerp. fog factor 1 = no fog * ensure RC is zero initialized
Anthony
2021-02-07 00:49:39 +13:00 -
6373ba58bb
fixup typo VXSH instead of PXSH
Anthony
2021-02-06 23:27:52 +13:00 -
3c96e3236b
use vs_3_0
Anthony
2021-02-06 23:27:21 +13:00 -
b565d39ffe
fix abs instead of clamp
Anthony
2021-02-04 20:27:32 +13:00 -
7745515588
Fix front/back colour usage
Anthony
2021-02-04 18:53:14 +13:00 -
55f3c60ef2
Include Pixel Shader HLSL in output artifacts (and fixed a few typos in FixedFunction HLSL)
PatrickvL
2021-02-01 18:17:42 +01:00 -
b5cc970d7e
Corrected fixed-function formula's in final combiner
PatrickvL
2021-02-01 13:20:26 +01:00 -
7f89e72b2b
fixup enable complement in final combiner
Anthony
2021-02-01 22:53:32 +13:00 -
e3c0b7287c
fixup FC0 and FC1 constant mapping
Anthony
2021-02-01 20:03:39 +13:00 -
cb4bbc17ee
Calculate the fog factor in the vertex shader
Anthony
2021-02-01 19:40:53 +13:00 -
3216931da6
fixup fog colour constant register
Anthony
2021-01-31 22:28:31 +13:00 -
9480bea9c0
Use sampler state
Anthony
2021-01-31 18:34:51 +13:00 -
65734fac9d
Wrap PS_INPUTMAPPING ops in brackets for consistent order of operations
Anthony
2021-01-31 17:25:45 +13:00 -
845bc7ef06
Renames, indenting, comments
PatrickvL
2021-01-06 16:34:38 +01:00 -
af0058ad61
WIP pointsprite nuances
PatrickvL
2020-12-22 16:27:04 +01:00 -
c6fdfc7101
Code cleanup (comments and variable renames)
PatrickvL
2020-12-09 16:55:47 +01:00 -
4af986f058
No time to test, but here's alphakill support in PS HLSL
patrickvl
2020-11-29 18:08:13 +01:00 -
29017db910
In DxbxUpdateActivePixelShader, transfer values step by step, instead of using a switch/case loop. Also, working towards removing host SetTextureStageState calls (doesn't work yet).
PatrickvL
2020-11-28 21:51:36 +01:00 -
2990552230
Fixes after rebase
PatrickvL
2020-11-28 16:48:07 +01:00 -
b72b52a4a2
RenderState mapping table review remarks (nothing functional)
PatrickvL
2020-11-25 17:10:05 +01:00 -
4517f36456
Unrelated to PS :
PatrickvL
2020-11-25 17:09:41 +01:00 -
609a4d3276
[WIP] Xbox register combiner to HLSL pixel shader
PatrickvL
2020-11-17 13:23:19 +01:00 -
1e6845c940
Generalized HLSL shader compilation
PatrickvL
2020-12-09 22:55:47 +01:00 -
f6e54acf17
Luke Usher
2021-06-07 09:45:56 +01:00 -
da7a917ec5
Luke Usher
2021-06-07 08:46:57 +01:00 -
7d672600bb
Update dirty shader constants only And try to minimize D3D9 calls Constants are synced every draw, but titles may only use a few constants so we can potentially save a lot of work Increases performance a little (at least on certain titles like Buffy)
Anthony
2021-06-06 22:46:56 +12:00 -
0cb849a3f8
Avoid setting vertex shader constants more than once per draw
Anthony
2021-06-06 21:38:16 +12:00 -
f56acec5ee
Merge branch 'Cxbx-Reloaded:master' into DSoundBufferResizeSetSize_fix
jackchentwkh
2021-06-06 13:57:53 +08:00 -
3b1daf52ab
Addd braces
Anthony
2021-06-02 22:38:43 +12:00 -
76eb475ed6
Move SleepPrecise to Timer
Anthony
2021-06-02 22:36:40 +12:00 -
b66f04d811
SleepPrecise for more accurate sleeps We can use it to reduce the amount of spin waiting which burns CPU Try to sleep as much as we can get away with without overshooting, and then spin wait Use it for - VBlank timing - Frame limiter timing
Anthony
2021-06-02 21:54:02 +12:00 -
4e2b1dc949
Use waitable timer in EmuUpdateTickCount Saves CPU/power by avoiding a tight wait loop
Anthony
2021-05-31 19:38:54 +12:00 -
20a2316db9
Sleep in the frame limiter Try to sleep as much as we can get away with without overshooting, and then spinlokc Reduces CPU/power usage
Anthony
2021-05-31 19:08:59 +12:00 -
8087b157e5
PatrickvL
2021-05-28 16:54:30 +02:00 -
917bf50482
ergo720
2021-05-24 16:45:12 +02:00 -
f3251128e8
Fixed an issue where xinput devices were bound to the wrong xbox port under some circumstances after hotplug removal events
ergo720
2021-05-24 12:02:11 +02:00 -
1ed640a0d7
Add controller hotplug support
ergo720
2021-05-19 22:36:46 +02:00