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v0.1
v0.1-alpha
-
bf1ff4257f
update CxbxUpdateNativeD3DResources() using NV2ARenderStates
Jack Chen
2023-08-15 01:07:48 +08:00 -
2c47499e76
update CxbxUpdateHostVertexShaderConstants() using NV2ARenderStates
Jack Chen
2023-08-15 01:05:34 +08:00 -
357c27bf64
update UpdateFixedFunctionVertexShaderState() using NV2A RenderStates and TextureStates
Jack Chen
2023-08-15 01:00:27 +08:00 -
196e70b030
minor code fix for XboxRenderState
Jack Chen
2023-08-15 00:27:19 +08:00 -
c1672f586f
update CxbxrImpl_LazySetTextureState() logics
Jack Chen
2023-08-15 00:16:19 +08:00 -
5f36c0228a
update CxbxrImpl_LazySetSpecFogCombiner() logics
Jack Chen
2023-08-14 18:07:49 +08:00 -
87796fc561
Update CxbxrLazySetLights() logic. unpatch SetMaterial() and GetMaterial()
Jack Chen
2023-08-14 16:55:17 +08:00 -
f8953dc6bb
update CxbxrImpl_LazySetPointParameters() logic and fix point size data type.
Jack Chen
2023-08-14 01:05:36 +08:00 -
270cb83c52
Restructure LazyUpdateXXX() routines. Update LazyUpdateCombiners() and fixed mode pixel shader generation logics.
Jack Chen
2023-08-13 23:21:53 +08:00 -
30932874a6
Implemented SetModelView, verified.
Jack Chen
2023-08-12 00:12:55 +08:00 -
3ad509d21a
unpatch D3DDevice_RunPushBuffer() to avoid reentrance of pgraph_handle_method().
Jack Chen
2023-07-30 20:00:33 +08:00 -
ae428719d1
Add/update pgraph KelvinPrimitive state to xboxRenderState conversion code except most LazySetXXX() related render states.
Jack Chen
2023-07-28 16:46:45 +08:00 -
e5ee08cef1
unpatch VertexShader related apis, SetVertexShaderConstant related apis. reconstruct the pgraph handlers for these apis. add full 3 shaders for passthrough vertex shader
Jack Chen
2023-07-27 22:19:06 +08:00 -
971318a89a
PatrickvL
2023-07-27 13:56:36 +02:00 -
b62d39da7d
CI: Fix output
Margen67
2023-07-25 11:57:45 -07:00 -
5a0d706283
disable EmuKickOff() and EmuKickOffWait() to remove mutex lock reentrance issue.
Jack Chen
2023-07-25 10:02:48 +08:00 -
ebcbbd416c
modify Begin(), End(), SetVertexDataXXX(). all SetVertexDataXXX redirect to SetVertexData4f().
Jack Chen
2023-07-25 01:41:37 +08:00 -
b10f3623e2
add HLE handler in pgraph, modify SetVertesShader() patch and add pgraph handler.
Jack Chen
2023-07-25 01:13:29 +08:00 -
d0805323d1
add g_pXbox_pPush and g_pXbox_pPushLimit, together with init code.
Jack Chen
2023-07-25 00:24:19 +08:00 -
04e8f8beaa
add MakeSpace()
Jack Chen
2023-07-25 00:17:27 +08:00 -
3119e57bcb
ground zero commit for HLE handlers inside pgraph.
Jack Chen
2023-07-24 22:52:37 +08:00 -
4895a1443a
revise symbol name from D3DDEVICE to D3D_g_pDevice per database change
Jack Chen
2023-07-10 10:40:51 +08:00 -
84a8302d51
update submodule
Jack Chen
2023-07-09 23:38:22 +08:00 -
4a8b65cbda
rebase to master
6c530fb
, PR#2418Jack Chen
2023-07-09 23:38:05 +08:00 -
f1297c0875
Revert primitive count for line loop to line strip convertion.
Jack Chen
2023-06-26 22:30:20 +08:00 -
f992680d57
use pg->KelvinPrimitive.SetControl0 to replace pg->pgraph_regs[NV_PGRAPH_CONTROL_0 / 4]. fix overlay color space convert.
jackchentwkh
2022-07-09 16:50:50 +08:00 -
795c9839e0
change EmuKickOffWait() to use is_nv2a_pfifo_busy() in loop check. Add EmuKickOffWait() calls before CxbxUpdataNativeD3DResources() calls to ensure all pushbuffer are processed before HLE draw calls. this fixed FastVSConstant sample fast rendering. but overall rendering speed becomes very slow.
jackchentwkh
2022-07-09 14:59:00 +08:00 -
7909bb6f7f
add is_nv2a_pfifo_bufy() check pfifo status by comparing dma_get and dma_put directly
jackchentwkh
2022-07-09 14:56:32 +08:00 -
31bfd2a439
check for pushbuffer mismatches with fixup
jackchentwkh
2022-07-09 01:34:01 +08:00 -
731f00d3e2
add trampolines to pushbuffer when pushbuffer is recording.
jackchentwkh
2022-07-09 01:33:34 +08:00 -
bcaf1e381f
remove unnecessary EmuKickOffWait() calls. keep only must have ones.
jackchentwkh
2022-07-09 00:29:10 +08:00 -
bebe7c111a
move g_pXbox_D3DDevice initialization to Direct3D_CreateDevice_Start() for correct initialization order.
jackchentwkh
2022-07-08 23:45:04 +08:00 -
3652b1edb3
Use EmuKickOffWait() move g_pXbox_D3DDevice initialization to Direct3D_CreateDevice_End() for more general compatibility.
jackchentwkh
2022-07-08 23:33:45 +08:00 -
05827e9e96
removed unnecessary quad to triangle primitive count conversion. the HostPrimitiveCount is converted in VertexBufferConverter.Apply() already.
jackchentwkh
2022-07-08 23:28:01 +08:00 -
94bbc51f69
Rebase to RunVertexStateShader change D3DDevice_KickOff trampoline to CDevice_KickOff fix few more patches to make rebase code working.
jackchentwkh
2022-07-08 23:23:19 +08:00 -
f4e3c60c98
use XboxRenderStates in D3D_draw_state_update() instead of update host d3d RenderState directly remove duplicate EmuXB2PC_FillMode()
jackchentwkh
2021-08-08 16:21:15 +08:00 -
cdc0bdb3b7
add call to pgraph_SetViewport(d) in D3D_draw_state_update(), implement SetViewport with NV2A content.
jackchentwkh
2021-08-08 16:10:36 +08:00 -
8964a0a1df
add trampoline in EMUPATCH(D3DDevice_LoadVertexShaderProgram)
jackchentwkh
2021-08-03 02:44:51 +08:00 -
084c765cdf
refine combiner state update handler
jackchentwkh
2021-08-03 01:38:25 +08:00 -
ae4c9ed3e4
add D3DRS_FILLMODE/D3DRS_ZENABLE/D3DRS_STENCILENABLE update to host
jackchentwkh
2021-08-01 02:00:41 +08:00 -
3573b4db36
rearrange other d3d states update in block with condition
jackchentwkh
2021-08-01 01:54:56 +08:00 -
279dcd55d7
use constexpr as other constants
jackchentwkh
2021-07-31 18:31:11 +08:00 -
8602d99755
add D3DDevice_Clear trampoline, set NV2A_stateFlags |= X_STATE_RECORDPUSHBUFFER in EMUPATCH(D3DDevice_BeginPushBuffer), clear NV2A_stateFlags &= ~X_STATE_RECORDPUSHBUFFER in EMUPATCH(D3DDevice_EndPushBuffer)
jackchentwkh
2021-08-01 01:37:18 +08:00 -
6905cf0f58
add trampoline to D3DDevice_Clear()
jackchentwkh
2021-08-01 01:18:20 +08:00 -
7a2b5f157d
remove duplicate is_pushbuffer_recording() in direct3d9.cpp
jackchentwkh
2021-08-01 00:53:16 +08:00 -
f9c6c5e9be
add EmuXB2PC_FillMode(), implement D3D_draw_clear(), correct X_STATE_RUNPUSHBUFFERWASCALLED reset in EmuExecutePushBuffer(), use NV2A_stateFlags in is_pushbuffer_recording()
jackchentwkh
2021-07-31 18:26:18 +08:00 -
7e65d1aef3
add XMIN/XMAN to NV097_SET_CLEAR_RECT_HORIZONTAL, YMIN/YMAX to NV097_SET_CLEAR_RECT_VERTICAL
jackchentwkh
2021-07-31 18:23:22 +08:00 -
ce52bd4b8e
replace wrongly used pgraph_SetNV2AStateFlag() with NV2A_DirtyFlags |= X_D3DDIRTYFLAG_XXX flags
jackchentwkh
2021-07-31 18:24:36 +08:00 -
9ba56320d6
add NV097_SET_BACK_SCENE_AMBIENT_COLOR/NV097_SET_BACK_MATERIAL_ALPHA/NV097_SET_BACK_MATERIAL_EMISSIONR/NV097_SET_BACK_SPECULAR_PARAMS method handler
jackchentwkh
2021-07-31 10:32:13 +08:00 -
5cb80f7faa
add bit field defines of NV097_SET_LIGHT_CONTROL
jackchentwkh
2021-07-31 10:29:49 +08:00 -
6cc813e7da
refine fog state update code
jackchentwkh
2021-07-28 19:06:13 +08:00 -
02fbdb0629
add X_D3DDIRTYFLAG_SPECFOG_COMBINER state update handler
jackchentwkh
2021-07-28 15:51:16 +08:00 -
6c43540bdb
add pgraph_SetNV2AStateFlag(X_D3DDIRTYFLAG_SPECFOG_COMBINER) to fog related method handlers
jackchentwkh
2021-07-28 15:50:43 +08:00 -
14e0d673c2
typo fix, correct SetFogParamsScale name
jackchentwkh
2021-07-28 15:50:09 +08:00 -
6854c484d5
add point sprite/point smooth/point scale handling to NV2A
jackchentwkh
2021-07-28 14:23:19 +08:00 -
7ac0961f30
add comments for vertex constant registers used in NV097_SET_VIEWPORT_OFFSET/NV097_SET_VIEWPORT_SCALE
jackchentwkh
2021-07-28 14:22:37 +08:00 -
fe17dd8cf8
KelvinPrimitive.SetCombinerSpecularFogCW[] before pgraph_SetNV2AStateFlag(X_STATE_COMBINERNEEDSSPECULAR)
jackchentwkh
2021-07-28 12:11:51 +08:00 -
357a67213d
use combiner OPs/Args from KelvinPrimitive when available in GetFixedFunctionShader()
jackchentwkh
2021-07-28 10:44:32 +08:00 -
3d8618e472
add D3D_combiner_state_update(), convert_NV2A_combiner_reg_to_xbox_reg(), update NV2A_colorOP[]/NV2A_colorArgX[]/NV2A_alphaOP[]/NV2A_alphaArgX[]/NV2A_resultArg[]
jackchentwkh
2021-07-28 10:43:47 +08:00 -
7587be4a18
clean up unused comments, add NV2A_DirtyFlags |= X_D3DDIRTYFLAG_POINTPARAMS when point params related methods got called.
jackchentwkh
2021-07-28 10:41:27 +08:00 -
2b6804c640
add X_D3DTA_XXX defines
jackchentwkh
2021-07-28 10:38:33 +08:00 -
7e00286d4a
add bit field of NV097_SET_COMBINER_COLOR_ICW
jackchentwkh
2021-07-28 10:36:47 +08:00 -
88c38735b6
use g_pNV2A_SetTexture[stage] in CxbxUpdateHostTextures() and CxbxUpdateHostTextureScaling() when in pushbuffer replay
jackchentwkh
2021-07-26 17:21:24 +08:00 -
ede31fe87e
refine D3D_texture_stage_update(),
jackchentwkh
2021-07-26 17:20:27 +08:00 -
a322cf2f93
replace pg->texture_dirty[slot] with NV2A_DirtyFlags |= X_D3DDIRTYFLAG_TEXTURE_STATE_0<<slot, add SetTexture[slot].Control1/ImageRect reset code, reset SetTexture[] when control0 set with 0, seperate bumpenv dirty flag to pg->bumpenv_dirty[]
jackchentwkh
2021-07-26 17:19:16 +08:00 -
d151de7e01
change texture_dirty[] to bumpenv_dirty[]
jackchentwkh
2021-07-26 17:15:18 +08:00 -
37d7a09f50
add NV097_SET_TEXTURE_ADDRESS bit field defines
jackchentwkh
2021-07-26 17:14:27 +08:00 -
d4c19fdc84
add X_D3DDIRTYFLAG_TEXTURE_STATE_0~3, X_VERTEXFORMAT bit masks
jackchentwkh
2021-07-26 17:13:54 +08:00 -
0adbbbb252
replace g_nv2a_is_pushpuffer_replay with NV2A_stateFlags |/& X_STATE_RUNPUSHBUFFERWASCALLED
jackchentwkh
2021-07-25 20:55:26 +08:00 -
94b4a16c79
typo fix
jackchentwkh
2021-07-25 19:42:43 +08:00 -
6c01eb57a5
avoid draw call process when there is no draw mode set, test case GUN
jackchentwkh
2021-07-25 19:41:30 +08:00 -
f708683794
avoid inline array draw call when D3D_StreamZeroStride == 0, test case GUN
jackchentwkh
2021-07-25 19:39:47 +08:00 -
03642a7a6d
comment edit
jackchentwkh
2021-07-25 19:36:44 +08:00 -
c2ce2c5a71
add quadstrip implementation, modify quadlist implementation
jackchentwkh
2021-07-25 19:36:16 +08:00 -
713812019e
determine whether colorOp is X_D3DTOP_DISABLE via Kelvin content in GetFixedFunctionShader()
jackchentwkh
2021-07-25 16:00:04 +08:00 -
ac345a9912
add NV097_SET_COMBINER_COLOR_ICW_A_SOURCE and NV097_SET_COMBINER_COLOR_ICW_B_MAP bit field defines
jackchentwkh
2021-07-25 15:58:05 +08:00 -
f08f353ee6
use KelvinPrimitive.SetPointSmoothEnable in pixel shader generation
jackchentwkh
2021-07-25 11:22:15 +08:00 -
6995259fee
add comments for SetTexture[].Address, and NV2A_stateFlags & X_STATE_COMBINERNEEDSSPECULAR
jackchentwkh
2021-07-25 11:21:48 +08:00 -
71a2412810
use colorsign from kelvin, and KelvinPrimitive.SetColorKeyColor[] in pixel shader generation
jackchentwkh
2021-07-25 10:11:51 +08:00 -
d916cdbbc6
add bit field comment for SetTexture[].Address/Control0/Contrl1/Filter/Palette/BorderColor
jackchentwkh
2021-07-25 10:10:29 +08:00 -
607cf4b826
use alphakill and colorkeyop from Kelvin in pixel shader generation
jackchentwkh
2021-07-25 08:59:30 +08:00 -
6917b1984a
update comments
jackchentwkh
2021-07-25 08:58:13 +08:00 -
64185844a7
create unions for SetPointParams[] and SetFogParams[] and provide meaningful names for submembers
jackchentwkh
2021-07-25 08:57:49 +08:00 -
77f959255d
Re-did "Populate PSDef fields sequentially, reading from Kelvin fields (and reviewed their sources)" ...although this time including the optimization to memcpy adjacent fields (but still mentioning them in comments).
PatrickvL
2021-07-23 12:57:46 +02:00 -
411f803550
add pgraph_SetNV2AStateFlag(X_STATE_COMBINERNEEDSSPECULAR) and pgraph_ClearNV2AStateFlag(X_STATE_COMBINERNEEDSSPECULAR) calls in
jackchentwkh
2021-07-23 17:12:44 +08:00 -
c761a9af1c
add pgraph_SetNV2AStateFlag(), pgraph_ClearNV2AStateFlag(), pgraph_GetNV2AStateFlag(), pgraph_purge_dirty_and_state_flag()
jackchentwkh
2021-07-23 17:11:17 +08:00 -
6cd575887b
add X_STATE_ definitions for xbox d3d state flags, also used by NV2A state flags
jackchentwkh
2021-07-23 17:08:53 +08:00 -
8a2ba16dc7
correct wrong bit test and clear operator
jackchentwkh
2021-07-23 14:39:32 +08:00 -
e57ffdd947
relocate extern globals and functions
jackchentwkh
2021-07-23 14:35:37 +08:00 -
b70078ba02
use NV2A env in SnapshotRuntimeVariables(), GetFixedFunctionShader(), UpdateFixedFunctionPixelShaderState(), DxbxUpdateActivePixelShader()
jackchentwkh
2021-07-23 14:33:17 +08:00 -
dd824a6360
enable call to D3D_texture_stage_update() in D3D_texture_stage_update() for pixel shader setup, add g_pNV2A_SetTexture[xbox::X_D3DTS_STAGECOUNT] global for texture stage textures using KelvinPrimitive content
jackchentwkh
2021-07-23 14:31:16 +08:00 -
4195b33cd5
Populate PSDef fields sequentially, reading from Kelvin fields (and reviewed their sources)
PatrickvL
2021-07-22 18:03:43 +02:00 -
df7b264951
pixel shader implementation
jackchentwkh
2021-07-22 23:19:17 +08:00 -
427dfb4efc
rearrange D3D_draw_state_update() update sequence to follow xbox d3d behavior
jackchentwkh
2021-07-22 15:06:58 +08:00 -
58552afed7
add NV2A_DirtyFlags global for nv2a dirty flag, pgraph_use_UserPixelShader() and pgraph_use_FixedPixelShader() for using pixel shader
jackchentwkh
2021-07-22 14:20:03 +08:00 -
3942a2f314
add X_D3DDIRTYFLAG_ bit masks defines for xbox/nv2a dirty flags
jackchentwkh
2021-07-22 14:19:01 +08:00 -
093e429f2d
correct xbox d3d transform matrix offset calculation in CxbxImpl_SetTransformFast(). disable pushbuffer waiting in swap()
jackchentwkh
2021-07-21 14:41:19 +08:00 -
5bed791124
add pgraph_use_DirectModelView()/pgraph_use_Transform() calls in EMUPATCH(D3DDevice_SetModelView)
jackchentwkh
2021-07-21 13:26:17 +08:00 -
ba550a608d
solve merge confliction left over, removed unused notes in comments.
jackchentwkh
2021-07-21 13:19:15 +08:00 -
0d69c1d14d
Replaced value assertions with offset assertions, performed at compile-time, saving on runtime costs Removed obsolete KelvinState (we use KelvinPrimitive now)
PatrickvL
2021-07-20 16:20:48 +02:00