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v0.1
v0.1-alpha
-
249b3a7da4
add code to sync HLE D3DDevice_BlockUntilVerticalBlank() with pgraph, but not enabled.
Jack Chen
2023-09-14 13:36:02 +08:00 -
8fd44c721e
unpatch HLE Lock2DSurface() Lock3DSurface() fix Glass sample
Jack Chen
2023-09-14 00:01:29 +08:00 -
470d84e7e5
correct D3DRS_POINTSIZE render state when D3DRS_POINTSCALEENABLE is false.
Jack Chen
2023-09-13 23:26:54 +08:00 -
79da0d09c2
disable unnessary code block for updating texture stage texture format via info from pg->KelvinPrimitive.SetShaderStageProgram
Jack Chen
2023-09-13 21:57:09 +08:00 -
38d7da2517
add vertex attribute setup for NV097_SET_VERTEX_DATA2F_M method. test case Halo.
Jack Chen
2023-09-13 21:43:49 +08:00 -
90e9c4e8fd
init NV2ATextureStates with default xbox texture stage state values.
Jack Chen
2023-09-13 21:20:21 +08:00 -
5912eb2716
init NV2ARenderStates with default Xbox render state values. fixs Catoon sample, Otogi 1/2 rendering, improve Rally Sport Challenge, no more transparent car.
Jack Chen
2023-09-13 20:57:52 +08:00 -
601bae0ae4
treat CDevice_MakeSpace as __thiscall, move *g_pXbox_D3DDevice to ecx before calling it.
Jack Chen
2023-09-13 20:56:30 +08:00 -
9bdc748c86
use pNV2A_PixelShader for all LLE pixel shader state update.
Jack Chen
2023-09-12 19:00:55 +08:00 -
6ed3959cf3
unpatch D3DDevice_GetBackBuffer() D3DDevice_GetBackBuffer2() D3DDevice_GetBackBuffer2_0__LTCG_eax1()
Jack Chen
2023-09-11 22:44:55 +08:00 -
a04c94f072
erase cached old texture if new texture has the same data and format
Jack Chen
2023-09-11 22:00:28 +08:00 -
125af9e8f1
add trampoline D3DDevice_MakeSpace_0 and use it
Jack Chen
2023-09-10 12:35:08 +08:00 -
f178019a29
restore usage of EmuKickOff() EmuKickOffAndWait() to enable the sync of HLE D3DDevice_CopyRects(), D3DDevice_DrawRectPatches(), D3DDevice_DrawTriPatches()
Jack Chen
2023-09-09 23:12:09 +08:00 -
beb516eece
in HLE draw calls, when in pushbuffer recording, only do trampoline, when not in pushbuffer recording, only do draws. seperate HLE and LLE model view transform calculation matrix variables. use NV2A content to generate necessary matrices for vertex shader input. Here we still has a bug regarding to D3D_DestroyResource() when the CDevice was reset and tried to release/destroy the backbuffer. it crashed in the final step of destroy resource: MemFree(). with the pResource
Jack Chen
2023-09-09 22:20:12 +08:00 -
188e675845
retrieve scaled render target width/height from NV2A and use them in CxbxrImpl_Swap() when backbuffer scale was set.
Jack Chen
2023-09-09 13:29:07 +08:00 -
440b45a369
call CxbxrImpl_ReleaseRenderTarget() after calling CxbxrImpl_SetRenderTarget() in X_D3D_CommonSetRenderTarget pgraph token handler
Jack Chen
2023-09-09 12:44:27 +08:00 -
9745250e0a
sync HLE Lock3DSurface() with pgraph
Jack Chen
2023-09-09 12:42:23 +08:00 -
1d5760d422
sync HLE Lock2DSurface() with pgraph
Jack Chen
2023-09-09 12:36:05 +08:00 -
7c93a617eb
sync HLE D3DDevice_SetRenderTargetFast() with pgraph
Jack Chen
2023-09-09 12:25:37 +08:00 -
9ee0f8301f
sync HLE D3D_CommonSetRenderTarget() with pgraph and move NestedPatchCounter call(setRenderTargetCount) call from D3DDevice_SetRenderTarget() and D3DDevice_SetRenderTarget_0 to CxbxrImpl_SetRenderTarget()
Jack Chen
2023-09-09 12:19:30 +08:00 -
21f3fcbf88
add CxbxrImpl_ReleaseRenderTarget() prototype to HleNv2a.h
Jack Chen
2023-09-09 11:32:07 +08:00 -
8b69e4a900
sync HLE D3DDevice_SetPixelShader() with pgraph
Jack Chen
2023-09-09 11:27:40 +08:00 -
b8be6eeb6f
sync HLE D3DDevice_SetModelView() with pgraph
Jack Chen
2023-09-09 11:23:35 +08:00 -
37b53d154c
sync D3DDevice_SetMaterial() with pgraph
Jack Chen
2023-09-09 11:09:39 +08:00 -
8081ce79ea
unpatch D3DDevice_SetPalette() D3DDevice_SetPalette_4()
Jack Chen
2023-09-09 11:05:18 +08:00 -
bfef05e5c4
implement LLE texture palette setup and use it D3DDevice_SetPalette() ready to be unpatched
Jack Chen
2023-09-09 11:04:36 +08:00 -
367d315377
syn HLE patch D3DDevice_SetPalette() with pgraph
Jack Chen
2023-09-09 10:09:41 +08:00 -
3468020db3
sync HLE patch D3DDevice_SetIndices() with pgraph
Jack Chen
2023-09-09 10:02:49 +08:00 -
10d9cad9fe
unpatch D3DDevice_SetDepthClipPlanes() since HLE patch function did nothing
Jack Chen
2023-09-09 09:54:47 +08:00 -
4c1bea106b
update HLE patch D3DDevice_SetBackBufferScale() token setup with helper funciton
Jack Chen
2023-09-09 01:04:31 +08:00 -
1f3ae735fe
patch D3DDevice_SelectVertexShader_0__LTCG_eax1_ebx2() and D3DDevice_SelectVertexShader_4__LTCG_eax1 and update the token enum for ease of debugging.
Jack Chen
2023-09-09 00:40:10 +08:00 -
b61e48266b
update D3DDevice_RunVertexStateShader() patch token handling with helper function
Jack Chen
2023-09-09 00:37:32 +08:00 -
b9a52c4fe4
unpatch D3DDevice_PrimeVertexCache() since it's NV2A internal hardware setup
Jack Chen
2023-09-09 00:29:20 +08:00 -
f43fae7eed
update token setup helper function template to prevent errors.
Jack Chen
2023-09-09 00:25:48 +08:00 -
c6f911490d
update D3DDevice_Present() token setup with helper function
Jack Chen
2023-09-09 00:23:59 +08:00 -
64e4ad3f63
update D3DDevice_LoadVertexShader() tokens for ease of future debug
Jack Chen
2023-09-09 00:20:00 +08:00 -
12b9bee116
sync patched HLE D3DDevice_SetLight() with pgraph
Jack Chen
2023-09-09 00:15:29 +08:00 -
1eedb33c93
sync patched D3DDevice_SetLightEnable() with pgraph
Jack Chen
2023-09-09 00:08:34 +08:00 -
fd83355a7b
unpatch AV Display related setting apis D3DDevice_PersistDisplay() D3DDevice_SetFlickerFilter() D3DDevice_SetFlickerFilter_0() D3DDevice_SetGammaRamp() D3DDevice_SetSoftDisplayFilter()
Jack Chen
2023-09-08 23:56:31 +08:00 -
ec926bad46
revert pgraph sync with D3D_DestroyResource() and it's variants
Jack Chen
2023-09-08 08:32:37 +08:00 -
1cf6d8a314
fix undeleted Pusher.pPush extra allocatio in D3DDevice_SetViewport() after sending sync token. unpatch and reshape HLE sync code in D3DDevice_LoadVertexShader() and D3DDevice_SelectVertexShader() , this could enable future HLE patched api to work directly in sync with LLE
Jack Chen
2023-09-08 01:43:11 +08:00 -
c8ae32334f
sync patched HLE D3D_DestroyResource() and D3D_DestroyResource__LTCG() with pgraph
Jack Chen
2023-09-08 00:07:27 +08:00 -
130f865ed8
sync HLE D3DDevice_SetViewport() with pgraph
Jack Chen
2023-09-07 23:47:29 +08:00 -
03fe2baa26
sync HLE D3DDevice_SetVertexShader() and D3DDevice_SetVertexShader_0() with pgraph
Jack Chen
2023-09-07 23:38:22 +08:00 -
b723b414f2
sync HLE D3DDevice_SetStreamSource() and D3DDevice_SetTransform() with pgraph. todo: D3DDevice_SetTransform() might need to cache the matrix passed in with pMatrix.
Jack Chen
2023-09-07 23:33:27 +08:00 -
42a0d434b4
sync HLE patch D3DDevice_SetShaderConstantMode() with pgraph
Jack Chen
2023-09-07 22:49:02 +08:00 -
1652cbefb5
sync HLE patch D3DDevice_SetFlickerFilter, D3DDevice_SetFlickerFilter_0, D3DDevice_SetScreenSpaceOffset() with pgraph
Jack Chen
2023-09-07 22:38:47 +08:00 -
29fab94b34
revised HLE D3DDevice_SetTexture() and D3DDevice_SwitchTexture() to use token to sync implementation with pgraph. correcting trampoline of XBTRMP(D3DDevice_SwitchTexture) since it's a __fastcall revised texture stage texture cache to store pTexture in map.
Jack Chen
2023-09-07 21:52:10 +08:00 -
9d67e48c7a
revise D3DDevice_SwitchTexture() trampoline use D3DDevice_SetTexture() trampoline in patched D3DDevice_SwitchTexture()
Jack Chen
2023-09-07 03:56:21 +08:00 -
632e088bf5
reset backbuffer scale by trampoline to D3DDevice_SetBackBufferScale(1.0,1.0) in HLE patched D3DDevice_Swap(), this fixed the viewport size in final swap pass. creating new host surface for buffer surface without getting xbox backbuffer. this prevent us getting in trouble when the title doesn't have D3DDevice_GetBackBuffer()
Jack Chen
2023-09-07 01:53:49 +08:00 -
7526771550
Merge branch 'fix_backbufferscale' of https://github.com/jackchentwkh/Cxbx-Reloaded into fix_backbufferscale
Jack Chen
2023-09-06 08:30:49 +08:00 -
a6e0ed8794
put the back scale in effect in GetMultiSampleScaleRaw() I forgot the most inportant part. and fix come minor code to enable build in master.
Jack Chen
2023-09-06 08:30:37 +08:00 -
7d4d6aef78
Merge branch 'fix_backbufferscale' of https://github.com/jackchentwkh/Cxbx-Reloaded into fix_backbufferscale
Jack Chen
2023-09-05 23:39:28 +08:00 -
d823c41389
Merge branch 'fix_backbufferscale' of https://github.com/jackchentwkh/Cxbx-Reloaded into fix_backbufferscale
Jack Chen
2023-09-05 23:39:28 +08:00 -
2638dc58c4
fix merge conflict
Jack Chen
2023-09-05 21:26:08 +08:00 -
348f3fa7fb
add D3DDevice_GetBackBuffer_8 trampoline polish CxbxrImpl_Swap(), a little bit.
Jack Chen
2023-09-05 23:26:44 +08:00 -
603654d309
fix merge conflict
Jack Chen
2023-09-05 21:26:08 +08:00 -
7a335071c2
add swap effect COPY support in Swap() add BackBufferScale support
Jack Chen
2023-09-05 06:44:22 +08:00 -
bf1e492937
more notes for swap() and backbuffer info in NV2A
Jack Chen
2023-09-05 18:59:46 +08:00 -
6b340c247a
add swap effect COPY support in Swap() add BackBufferScale support
Jack Chen
2023-09-05 06:44:22 +08:00 -
768f82485f
add swap effect COPY support in Swap() add BackBufferScale support
Jack Chen
2023-09-05 06:44:22 +08:00 -
f57bccc4d9
revert final combiners stage 0 register DIFFUSE to CURRENT convertion.
Jack Chen
2023-09-05 06:33:07 +08:00 -
c047192f3c
update texture fileter composing logic. updaet CxbxUpdateHostViewport() to pick up viewport from NV2A and use scales from NV2A when in pgraph draw calls.
Jack Chen
2023-09-04 19:10:52 +08:00 -
61485df5c4
remove unnecessary quad strip to triangle list convertion. quad strip is actually using the same vertex order as triangle strip, so simply comert the pritimtive type from quad strip to triangle strip is enough.
Jack Chen
2023-09-04 11:55:23 +08:00 -
c37a57aa6d
fully convert combiner stage 0 back to xbox d3d render state.
Jack Chen
2023-09-04 11:53:52 +08:00 -
e1ea10c4cb
Luke Usher
2023-09-03 21:45:52 +01:00 -
67f21d5c30
reset subr_active flag to indicate we've returned from any COMMAND_TYPE_CALL command. NV2A used COMMAND_TYPE_JUMP_LONG to return from COMMAND_TYPE_CALL. Otogi uses lot's of COMMAND_TYPE_CALL, this should inprove the pushbuffer handling.
Jack Chen
2023-09-03 20:18:23 +08:00 -
c2d0bc1b66
correct the g_xbox_transform_matrix init code
Jack Chen
2023-09-03 18:56:28 +08:00 -
99bd87558a
clear pushbuffer subroutine call active flag when a long jump was encountered because the NV2A uses long jump as a subroutine return. this fixed the pushbuffer data corruption in Otogi1.
Jack Chen
2023-09-03 18:16:36 +08:00 -
d9072a7c2a
move g_xbox_transform_matrix and g_pXbox_D3DDevice to init_xboxD3dGlobalPointer() and call it only once in Direct3D_CreateDevice_Start()
Jack Chen
2023-09-03 14:00:52 +08:00 -
8f3994c9a0
correct the key generation for g_TextureCache double check the pTexture found in the g_TextureCache with both Format and Data against the data in kelvin before we use it.
Jack Chen
2023-09-03 03:37:01 +08:00 -
1e3677cd2b
always update the pTexture with the new one when key is the same.
Jack Chen
2023-09-03 03:08:18 +08:00 -
3a153ba044
use static Vieport for SetViewport viewport content argument.
Jack Chen
2023-09-03 03:05:58 +08:00 -
39bf60a3d9
add ref to pRenderTarget and PDepthBuffer in patched SetRenderTarget before leaving HLE patch. and release these two after calling CxbxrImpl_SetrenderTarget() in pgraph. this fixed host code release the pRenderTarget right after calling SetRenderTarget(). Add pViewport==nullptr handling in patched SetViewport().
Jack Chen
2023-09-03 03:01:27 +08:00 -
71545c8f8f
use pgraph to handle HLE SetViewpor() and SetRenderTarget() to prevent viewport/rendertarget being altered before pgraph handling the draw calls. add a xbox texture cache to cache all xbox textures passed to xbox SetTexture() and SwitchTexture(). (todo, should we handle the cache in xbox CreateTexture()?) and when pgraph update texture from the content of KelvinPrimitive, it will look into the cache and use xbox textures if it found a match. this solve the issue when using cube texture and using it's surfaces as render target. we got xdk sample CubeMap working. also reverse the texture transform finished code in FixedFunctionVertexShader.hlsl
Jack Chen
2023-08-31 23:16:57 +08:00 -
94e309af56
fix CxbxDrawIndexed() with QualStrip support and wrongly revised DrawIndexedPrimitive parameters.
Jack Chen
2023-08-30 18:50:14 +08:00 -
682df381aa
fix texgen and D3DTSS_TEXCOORDINDEX logic. fix texture transform matrix in fixed mode vertex shader program
Jack Chen
2023-08-30 01:00:28 +08:00 -
8faa04bfd7
add CxbxDrawPrimitive() to be used in pgraph_draw_arrays() which will handle multiple stream input.
Jack Chen
2023-08-29 18:43:11 +08:00 -
8d67119ec7
fix draw_inline_elements(). the original stream.convert() didn't cover the case when called from pgraph through CxbxDrawIndexed(DrawContext). and the original code when setting the vertexbuffer offsets in D3D_draw_state_update() was wrong. this fixs VSLights xdk sample.
Jack Chen
2023-08-28 20:46:40 +08:00 -
489ab9a0c6
update light color/materials/ambient composing logic
Jack Chen
2023-08-27 19:56:36 +08:00 -
40240b28e3
correcting X_D3DRS_ZENABLE==D3DZB_USEW or D3DZB_TRUE in NV097_SET_ZMIN_MAX_CONTROL method. use pgraph_use_NV2A_Kelvin() before each pgraph_draw_****() method. and use pgraph_notuse_NV2A_Kelvin() after this fixed xdk smaples help screnn rendering. set default NV2A_DirtyFlags = 0xFFFFFFFF to force update each major stage variables via kelvin's content. add default values for texture stage states. NV2A_colorArg0[stage] = 1; NV2A_alphaArg0[stage] = 1; and reflect their values and NV2A_resultArg[stage] to NV2ATextureStates set X_D3DTSS_TEXTURETRANSFORMFLAGS to D3DTTFF_DISABLE when KelvinPrimitive.SetTextureMatrixEnable[stage] ==0 call CxbxSetVertexAttribute() to set default vertex attribute when NV097_SET_VERTEX_DATA4UB was called without KelvinPrimitive.SetBeginEnd being set. xbox uses this method to set defaul vertex colors when not in user program vertex shader.
Jack Chen
2023-08-26 16:02:00 +08:00 -
5342ce0747
restore usage of passthrough vertex shader HLSL instead of treating pass through as user program. this fixed back ground rendering in FastVertexConstant sample.
Jack Chen
2023-08-23 23:23:17 +08:00 -
17d31e1407
correct NV2ATextureStates memory allocation.
Jack Chen
2023-08-23 17:54:04 +08:00 -
e9649600a1
using textures composed from Kelvin in CxbxUpdateHostTextures() CxbxUpdateHostTextureScaling()
Jack Chen
2023-08-22 11:12:32 +08:00 -
f7e959c532
patch D3DDevice_Clear(), handle in pgraph using HLE token. reduce flicking further more.
Jack Chen
2023-08-21 23:12:05 +08:00 -
82ceab632f
update texture stage texture.Format logic in CxbxrImpl_LazySetTextureState() and NV097_SET_TEXTURE_OFFSET method handler to handle texture.size==0 and take off unnecessary texture attributes rest codes.
Jack Chen
2023-08-21 16:14:45 +08:00 -
46db37bd45
add D3DDevice_Swap() handler in pgraph. this reduces the flickering because we can sync the swap/present with pgraph rendering.
Jack Chen
2023-08-21 09:35:31 +08:00 -
072ad7b129
correcting fixed mode pixel shader hlsl generation regarding to colorOP/alphaOP and texture reference. correcting kelvin texture composing logic.
Jack Chen
2023-08-21 08:45:33 +08:00 -
362d390dc8
refine colorOP/alphaOP indetificatio logic in CxbxrImpl_LazySetCombiners()
Jack Chen
2023-08-20 21:11:04 +08:00 -
4c564af6de
add D3DRS_WRAP0~3 update via kelvin SetTexture
Jack Chen
2023-08-19 19:41:06 +08:00 -
836312d0b9
update CxbxrImpl_LazySetShaderStageState() with texture stages texture format composing.
Jack Chen
2023-08-19 19:30:07 +08:00 -
8505648f1f
update X_D3DRS_RangeFogEnable render state logic in CxbxrImpl_LazySetSpecFogCombiner()
Jack Chen
2023-08-19 17:25:29 +08:00 -
2c486abc7d
add SetBorderColor() and SetColorKeyColor()
Jack Chen
2023-08-17 18:28:03 +08:00 -
9ae2ed04d6
update texture transform logic in fixed mode vertex shader HLSL. update the transform output handling.
Jack Chen
2023-08-17 17:29:40 +08:00 -
db63b85828
compose texgen and texCoordIndex in CxbxrImpl_LazySetTextureTransform()
Jack Chen
2023-08-17 13:07:28 +08:00 -
9d1bc1fd22
update ffShaderState.Transforms.Texture[stage] with KelvinPrimitive.SetTextureMatrix
Jack Chen
2023-08-17 03:24:22 +08:00 -
52119db1f4
update CxbxrImpl_LazySetTextureTransform() logic missing texgen info and D3DTSS_TEXCOORDINDEX texture stage state and WARP0/WARP1/WARP2/WARP3 render state
Jack Chen
2023-08-17 02:58:22 +08:00 -
78884e460c
update CxbxrImpl_LazySetShaderStageProgram() add TextureStageState color OP with bumpenvMap, bumpenvLuminance setup via KelvinPrimitive.SetShaderStageProgram
Jack Chen
2023-08-15 02:03:16 +08:00 -
1b4f1d3c2d
update using NV2ATextureState
Jack Chen
2023-08-15 01:39:36 +08:00 -
4abb12c86b
update using NV2ARenderStates
Jack Chen
2023-08-15 01:34:04 +08:00