mirror of
https://github.com/libretro/RetroArch
synced 2025-02-28 12:40:23 +00:00
Clean up and add missing bits to 360 D3D9.
This commit is contained in:
parent
da26925118
commit
2b1344c3cf
@ -25,56 +25,49 @@
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#include "config.h"
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#endif
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// pixel shader
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const CHAR* g_strPixelShaderProgram =
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" struct PS_IN "
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" { "
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" float4 Color : COLOR; " // Interpolated color from
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" }; " // the vertex shader
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" "
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" float4 main( PS_IN In ) : COLOR "
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" { "
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" return In.Color; " // Output color
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" } ";
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// vertex shader
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const CHAR* g_strVertexShaderProgram =
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" float4x4 matWVP : register(c0); "
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" "
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" struct VS_IN "
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" "
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" { "
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" float4 ObjPos : POSITION; " // Object space position
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" float4 Color : COLOR; " // Vertex color
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" }; "
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" "
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" struct VS_OUT "
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" { "
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" float4 ProjPos : POSITION; " // Projected space position
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" float4 Color : COLOR; "
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" }; "
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" "
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" VS_OUT main( VS_IN In ) "
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" { "
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" VS_OUT Out; "
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" Out.ProjPos = mul( matWVP, In.ObjPos ); " // Transform vertex into
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" Out.Color = In.Color; " // Projected space and
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" return Out; " // Transfer color
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" } ";
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static const char* g_strPixelShaderProgram =
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" sampler2D tex : register(s0); "
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" struct PS_IN "
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" { "
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" float2 coord : TEXCOORD0; "
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" }; "
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" "
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" float4 main(PS_IN in) : COLOR "
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" { "
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" return tex2D(tex, in.coord); "
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" } ";
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static const char* g_strVertexShaderProgram =
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" struct VS_IN "
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" "
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" { "
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" float2 pos : POSITION; "
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" float2 coord : TEXCOORD0; "
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" }; "
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" "
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" struct VS_OUT "
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" { "
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" float4 pos : POSITION; "
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" float2 coord : TEXCOORD0; "
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" }; "
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" "
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" VS_OUT main(VS_IN in) "
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" { "
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" VS_OUT out; "
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" out.pos = float4(in.pos, 0.0, 1.0); "
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" out.coord = in.coord; "
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" return out; "
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" } ";
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typedef struct DrawVerticeFormats
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{
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float x, y, z, w;
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unsigned int color;
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float u, v;
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float x, y;
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float u, v;
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} DrawVerticeFormats;
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typedef struct xdk360_video xdk360_video_t;
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static bool g_quitting;
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typedef struct gl
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typedef struct xdk360_video
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{
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IDirect3D9* xdk360_device;
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IDirect3DDevice9* xdk360_render_device;
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@ -82,176 +75,153 @@ typedef struct gl
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IDirect3DPixelShader9* pPixelShader;
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IDirect3DVertexDeclaration9* pVertexDecl;
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IDirect3DVertexBuffer9* vertex_buf;
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LPDIRECT3DTEXTURE9 lpTexture;
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XMMATRIX matWVP;
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IDirect3DTexture9* lpTexture;
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unsigned frame_count;
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} gl_t;
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} xdk360_video_t;
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static void xdk360_gfx_free(void *data)
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{
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gl_t *vid = (gl_t*)data;
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xdk360_video_t *vid = (xdk360_video_t*)data;
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if (!vid)
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return;
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vid->lpTexture->Release();
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vid->vertex_buf->Release();
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vid->pVertexDecl->Release();
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vid->pPixelShader->Release();
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vid->pVertexShader->Release();
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vid->xdk360_render_device->Release();
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vid->xdk360_device->Release();
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free(vid);
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}
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static void *xdk360_gfx_init(const video_info_t *video, const input_driver_t **input, void **input_data)
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{
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gl_t * gl = (gl_t*)calloc(1, sizeof(gl_t));
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if (!gl)
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xdk360_video_t *gl = (xdk360_video_t*)calloc(1, sizeof(xdk360_video_t));
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if (!gl)
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return NULL;
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gl->xdk360_device = Direct3DCreate9( D3D_SDK_VERSION );
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gl->xdk360_device = Direct3DCreate9(D3D_SDK_VERSION);
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if (!gl->xdk360_device)
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{
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free(gl);
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return NULL;
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}
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/* Set up the structure used to create the Direct3D device */
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D3DPRESENT_PARAMETERS d3dpp;
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ZeroMemory( &d3dpp, sizeof( d3dpp ) );
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d3dpp.BackBufferWidth = 1280;
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d3dpp.BackBufferHeight = 720;
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d3dpp.BackBufferFormat = ( D3DFORMAT )MAKESRGBFMT( D3DFMT_A8R8G8B8 );
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d3dpp.FrontBufferFormat = ( D3DFORMAT )MAKESRGBFMT( D3DFMT_LE_X8R8G8B8 );
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d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
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d3dpp.MultiSampleQuality = 0;
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d3dpp.BackBufferCount = 1;
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d3dpp.EnableAutoDepthStencil = TRUE;
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d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
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D3DPRESENT_PARAMETERS d3dpp;
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ZeroMemory(&d3dpp, sizeof(d3dpp));
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d3dpp.BackBufferWidth = 1280;
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d3dpp.BackBufferHeight = 720;
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d3dpp.BackBufferFormat = (D3DFORMAT)MAKESRGBFMT(D3DFMT_A8R8G8B8);
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d3dpp.FrontBufferFormat = (D3DFORMAT)MAKESRGBFMT(D3DFMT_LE_X8R8G8B8);
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d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
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d3dpp.MultiSampleQuality = 0;
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d3dpp.BackBufferCount = 2;
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d3dpp.EnableAutoDepthStencil = TRUE;
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d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
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/* Create the Direct3D device */
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gl->xdk360_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp,
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&gl->xdk360_render_device);
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&gl->xdk360_render_device);
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/* Buffers to hold compiled shaders and possible error messages */
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ID3DXBuffer* pShaderCode = NULL;
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ID3DXBuffer* pShaderCodeV = NULL;
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ID3DXBuffer* pShaderCodeP = NULL;
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ID3DXBuffer* pErrorMsg = NULL;
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/* Create texture to render into */
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if( FAILED( gl->xdk360_render_device->CreateTexture( 512, 512, 1, 0, D3DFMT_LIN_X1R5G5B5,
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0, &gl->lpTexture, NULL ) ) )
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{
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exit(1);
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}
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HRESULT hr = D3DXCompileShader(g_strVertexShaderProgram, (UINT)strlen(g_strVertexShaderProgram),
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NULL, NULL, "main", "vs_2_0", 0, &pShaderCodeV, &pErrorMsg, NULL);
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/* Create vertex buffer */
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if( FAILED( gl->xdk360_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats), 0,
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0, 0, &gl->vertex_buf, NULL)))
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if (SUCCEEDED(hr))
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{
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exit(1);
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hr = D3DXCompileShader(g_strPixelShaderProgram, (UINT)strlen(g_strPixelShaderProgram),
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NULL, NULL, "main", "ps_2_0", 0, &pShaderCodeP, &pErrorMsg, NULL);
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}
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/* Compile vertex shader */
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HRESULT hr = D3DXCompileShader(g_strVertexShaderProgram, ( UINT )strlen(g_strVertexShaderProgram),
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NULL, NULL, "main", "vs_2_0", 0, &pShaderCode, &pErrorMsg, NULL);
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if (FAILED(hr))
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{
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OutputDebugStringA( pErrorMsg ? (CHAR *)pErrorMsg->GetBufferPointer() : "");
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exit(1);
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OutputDebugString(pErrorMsg ? (char*)pErrorMsg->GetBufferPointer() : "");
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gl->xdk360_render_device->Release();
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gl->xdk360_device->Release();
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free(gl);
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return NULL;
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}
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/* Create vertex shader */
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gl->xdk360_render_device->CreateVertexShader((DWORD*)pShaderCode->GetBufferPointer(), &gl->pVertexShader);
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gl->xdk360_render_device->CreateVertexShader(pShaderCodeV->GetBufferPointer(), &gl->pVertexShader);
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gl->xdk360_render_device->CreatePixelShader(pShaderCodeP->GetBufferPointer(), &gl->pPixelShader);
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pShaderCodeV->Release();
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pShaderCodeP->Release();
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/* Shader code is no longer required */
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pShaderCode->Release();
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pShaderCode = NULL;
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gl->xdk360_render_device->CreateTexture(512, 512, 1, 0, D3DFMT_LIN_X1R5G5B5,
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0, &gl->lpTexture, NULL);
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/* Compile pixel shader */
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hr = D3DXCompileShader(g_strPixelShaderProgram, (UINT)strlen(g_strPixelShaderProgram),
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NULL, NULL, "main", "ps_2_0", 0, &pShaderCode, &pErrorMsg, NULL);
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gl->xdk360_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats), 0,
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0, 0, &gl->vertex_buf, NULL);
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if (FAILED(hr))
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static const DrawVerticeFormats init_verts[] = {
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{ 0.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, 0.0f, 1.0f, 0.0f },
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{ 0.0f, 1.0f, 0.0f, 1.0f },
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{ 1.0f, 1.0f, 1.0f, 1.0f },
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};
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void *verts_ptr;
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gl->vertex_buf->Lock(0, sizeof(DrawVerticeFormats), &verts_ptr, 0);
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memcpy(verts_ptr, init_verts, sizeof(init_verts));
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gl->vertex_buf->Unlock();
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static const D3DVERTEXELEMENT9 VertexElements[] =
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{
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OutputDebugStringA( pErrorMsg ? (CHAR *)pErrorMsg->GetBufferPointer() : "");
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exit(1);
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}
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/* Create pixel shader */
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gl->xdk360_render_device->CreatePixelShader((DWORD*)pShaderCode->GetBufferPointer(), &gl->pPixelShader);
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/* Shader code no longer required */
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pShaderCode->Release();
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pShaderCode = NULL;
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/* Define the vertex elements.*/
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static const D3DVERTEXELEMENT9 VertexElements[3] =
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{
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{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
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{ 0, 0 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 2 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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D3DDECL_END()
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};
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};
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/* Create a vertex declaration from the element descriptions.*/
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gl->xdk360_render_device->CreateVertexDeclaration( VertexElements, &gl->pVertexDecl );
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/* World matrix (identity in this sample)*/
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XMMATRIX matWorld = XMMatrixIdentity();
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gl->xdk360_render_device->CreateVertexDeclaration(VertexElements, &gl->pVertexDecl);
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/* View matrix*/
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XMVECTOR vEyePt = XMVectorSet( 0.0f, 0.0f, -4.0f, 0.0f );
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XMVECTOR vLookatPt = XMVectorSet( 0.0f, 0.0f, 0.0f, 0.0f );
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XMVECTOR vUp = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
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XMMATRIX matView = XMMatrixLookAtLH( vEyePt, vLookatPt, vUp );
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/* Determine the aspect ratio*/
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FLOAT fAspectRatio = ( FLOAT )d3dpp.BackBufferWidth / ( FLOAT )d3dpp.BackBufferHeight;
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/* Projection matrix*/
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XMMATRIX matProj = XMMatrixPerspectiveFovLH( XM_PI / 4, fAspectRatio, 1.0f, 200.0f );
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/* World*view*projection*/
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gl->matWVP = matWorld * matView * matProj;
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/* Clear the backbuffer.*/
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gl->xdk360_render_device->Clear( 0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL,
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0xff000000, 1.0f, 0L );
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gl->xdk360_render_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
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0xff000000, 1.0f, 0);
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return gl;
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}
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static bool xdk360_gfx_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
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static bool xdk360_gfx_frame(void *data, const void *frame,
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unsigned width, unsigned height, unsigned pitch, const char *msg)
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{
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gl_t *vid = (gl_t*)data;
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xdk360_video_t *vid = (xdk360_video_t*)data;
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vid->frame_count++;
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/* Clear the backbuffer.*/
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vid->xdk360_render_device->Clear( 0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL,
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0xff000000, 1.0f, 0L );
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vid->xdk360_render_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
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0xff000000, 1.0f, 0);
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D3DLOCKED_RECT d3dlr;
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if (SUCCEEDED(vid->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK)))
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{
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for (unsigned y = 0; y < height; y++)
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{
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const uint8_t *in = (const uint8_t*)frame + y * pitch;
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uint8_t *out = (uint8_t*)d3dlr.pBits + y * d3dlr.Pitch;
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memcpy(out, in, width * sizeof(uint16_t));
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}
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vid->lpTexture->UnlockRect(0);
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}
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vid->xdk360_render_device->SetTexture(0, vid->lpTexture);
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vid->xdk360_render_device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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vid->xdk360_render_device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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vid->xdk360_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DADDRESS_BORDER);
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vid->xdk360_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DADDRESS_BORDER);
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vid->xdk360_render_device->SetVertexShader(vid->pVertexShader);
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vid->xdk360_render_device->SetPixelShader(vid->pPixelShader);
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vid->xdk360_render_device->SetVertexDeclaration(vid->pVertexDecl);
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vid->xdk360_render_device->SetStreamSource(0, vid->vertex_buf, 0, sizeof(DrawVerticeFormats));
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vid->xdk360_render_device->SetSampler(0, vid->lpTexture);
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D3DLOCKED_RECT d3dlr;
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if (SUCCEEDED(vid->lpTexture->LockRect(0, &d3dlr, nullptr, D3DLOCK_NOSYSLOCK)))
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{
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for (unsigned y = 0; y < height; y++)
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{
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const uint8_t *in = (const uint8_t*)(frame) + y * pitch;
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uint8_t *out = (uint8_t*)(d3dlr.pBits) + y * d3dlr.Pitch;
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memcpy(out, in, width * sizeof(uint16_t));
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}
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vid->lpTexture->UnlockRect(0);
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}
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/* Set shaders. */
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vid->xdk360_render_device->SetVertexShader( vid->pVertexShader );
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vid->xdk360_render_device->SetPixelShader( vid->pPixelShader );
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// Set shader constants.
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vid->xdk360_render_device->SetVertexShaderConstantF( 0, ( FLOAT* )&vid->matWVP, 4 );
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// Set the vertex declaration.
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vid->xdk360_render_device->SetVertexDeclaration( vid->pVertexDecl );
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vid->xdk360_render_device->SetStreamSource(0, vid->vertex_buf, 0, sizeof(DrawVerticeFormats));
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// Draw
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vid->xdk360_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2 );
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// Resolve
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vid->xdk360_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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vid->xdk360_render_device->Present(NULL, NULL, NULL, NULL);
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return true;
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@ -275,7 +245,6 @@ static bool xdk360_gfx_focus(void *data)
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return true;
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}
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const video_driver_t video_xdk360 = {
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xdk360_gfx_init,
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xdk360_gfx_frame,
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