Currently, Cxbx 'emulates' the Xbox Fixed-function vertex shader via the host Direct3D 9 fixed function pipeline (via SetFVF).
This has a few down-sides :
(Note, that Xbox D3D internally uses one of three pre-defined vertex shader programs specifically for D3DFVF_XYZRHW - those we should treat as normal vertex shaders, but that's another issue.)
For this issue, implement the Xbox Fixed-function pipeline as a HLSL vertex shader.
This would allow us to remove all host fixed-function code (like how we forward Xbox SetLight to host, and many other things), and would result in accurate emulation of Xbox Fixed-function features.
So, both PRs #1801 (replaced old vertex shader code with HLSL vertex shaders) and #1805 (more fixes), that were in the works between late November to late December 2019, hadn't covered the above post regarding Xbox fixed function features?
HLSL's fixed function is actively being work on by one of the developer. 馃檪
Status : NZJenkins is working on this issue, here : https://github.com/NZJenkins/Cxbx-Reloaded/commits/fixedfunc
Perhaps while working on this, this texture-coordinate scaling issue can be addressed as well : https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/issues/1788#issuecomment-556991881
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HLSL's fixed function is actively being work on by one of the developer. 馃檪