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https://github.com/libretro/RetroArch
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(Xbox 1) Shows 'something' now - courtesy of freakdave
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875082748c
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1c0fb47c59
@ -173,6 +173,7 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu
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if (!d3d->d3d_device)
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if (!d3d->d3d_device)
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{
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{
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free(d3d);
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free(d3d);
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OutputDebugString("RetroArch: Failed to create a D3D8 object!");
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return NULL;
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return NULL;
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}
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}
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@ -184,17 +185,53 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu
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//FIXME: Hardcoded right now
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//FIXME: Hardcoded right now
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d3d->d3dpp.BackBufferWidth = 640;
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d3d->d3dpp.BackBufferWidth = 640;
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d3d->d3dpp.BackBufferHeight = 480;
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d3d->d3dpp.BackBufferHeight = 480;
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d3d->d3dpp.BackBufferFormat = D3DFMT_LIN_A8R8G8B8;
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d3d->d3dpp.FullScreen_PresentationInterval = video->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
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d3d->d3dpp.FullScreen_PresentationInterval = video->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
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d3d->d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
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d3d->d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
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d3d->d3dpp.BackBufferCount = 2;
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d3d->d3dpp.BackBufferCount = 1;//2
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d3d->d3dpp.EnableAutoDepthStencil = FALSE;
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d3d->d3dpp.EnableAutoDepthStencil = FALSE;
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d3d->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3d->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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//video flags
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DWORD videoFlags = XGetVideoFlags();
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if(XGetVideoStandard() == XC_VIDEO_STANDARD_PAL_I)
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{
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if(videoFlags & XC_VIDEO_FLAGS_PAL_60Hz) // PAL 60 user
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d3d->d3dpp.FullScreen_RefreshRateInHz = 60;
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else
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d3d->d3dpp.FullScreen_RefreshRateInHz = 50;
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}
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/*
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//FIXME: this is just a test, 720p output will be forced if component cables are being detected
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if(XGetAVPack() == XC_AV_PACK_HDTV)
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{
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if(videoFlags & XC_VIDEO_FLAGS_HDTV_720p)
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{
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d3d->d3dpp.BackBufferWidth = 1280;
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d3d->d3dpp.BackBufferHeight = 720;
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d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE | D3DPRESENTFLAG_WIDESCREEN;
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}
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}
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*/
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d3d->d3d_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING,
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d3d->d3d_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING,
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&d3d->d3dpp, &d3d->d3d_render_device);
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&d3d->d3dpp, &d3d->d3d_render_device);
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d3d->d3d_render_device->CreateTexture(512, 512, 1, 0, D3DFMT_LIN_X1R5G5B5,
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// use an orthogonal matrix for the projection matrix
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D3DXMATRIX mat;
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D3DXMatrixOrthoOffCenterLH(&mat, 0, d3d->d3dpp.BackBufferWidth , d3d->d3dpp.BackBufferHeight , 0, 0.0f, 1.0f);
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d3d->d3d_render_device->SetTransform(D3DTS_PROJECTION, &mat);
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// use an identity matrix for the world and view matrices
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D3DXMatrixIdentity(&mat);
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d3d->d3d_render_device->SetTransform(D3DTS_WORLD, &mat);
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d3d->d3d_render_device->SetTransform(D3DTS_VIEW, &mat);
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d3d->d3d_render_device->CreateTexture(512, 512, 1, 0, D3DFMT_A8R8G8B8,
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0, &d3d->lpTexture);
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0, &d3d->lpTexture);
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D3DLOCKED_RECT d3dlr;
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D3DLOCKED_RECT d3dlr;
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@ -214,7 +251,7 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu
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{ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f },
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{ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f },
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{ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f },
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{ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f },
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};
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};
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BYTE *verts_ptr;
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BYTE *verts_ptr;
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d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0);
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d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0);
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memcpy(verts_ptr, init_verts, sizeof(init_verts));
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memcpy(verts_ptr, init_verts, sizeof(init_verts));
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@ -224,13 +261,19 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu
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d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET,
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d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET,
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0xff000000, 1.0f, 0);
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0xff000000, 1.0f, 0);
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// disable lighting
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d3d->d3d_render_device->SetRenderState(D3DRS_LIGHTING, FALSE);
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// no culling
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d3d->d3d_render_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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d3d->d3d_render_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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// disable z-buffer
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d3d->d3d_render_device->SetRenderState(D3DRS_ZENABLE, FALSE);
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d3d->d3d_render_device->SetRenderState(D3DRS_ZENABLE, FALSE);
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D3DVIEWPORT vp = {0};
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D3DVIEWPORT vp = {0};
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/* FIXME: Xbox 1 - hardcoded */
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/* FIXME: Xbox 1 - hardcoded */
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vp.Width = 640;
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vp.Width = d3d->d3dpp.BackBufferWidth;
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vp.Height = 480;
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vp.Height = d3d->d3dpp.BackBufferHeight;
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vp.MinZ = 0.0f;
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vp.MinZ = 0.0f;
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vp.MaxZ = 1.0f;
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vp.MaxZ = 1.0f;
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d3d->d3d_render_device->SetViewport(&vp);
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d3d->d3d_render_device->SetViewport(&vp);
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