(Xbox 1) Revisited and cleaned up video initialization code, this also fixes lockups for PAL users using 16:9 mode

(Xbox 1) Fixed back buffer artifacts (it's now showing proper black instead of garbled gfx)
This commit is contained in:
freakdave 2012-07-14 15:54:26 +02:00
parent bf5bfd481e
commit 303d5c7eac

View File

@ -67,8 +67,7 @@ static void xdk_d3d_set_viewport(bool force_full)
{
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET,
0xff000000, 1.0f, 0);
d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0);
// Get the "video mode"
d3d->video_mode = XGetVideoFlags();
@ -198,55 +197,59 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu
// Get the "video mode"
d3d->video_mode = XGetVideoFlags();
// Set default (safe) values
d3d->d3dpp.BackBufferWidth = 640;
d3d->d3dpp.BackBufferHeight = 480;
d3d->d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
// Check if we are able to use progressive mode
if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_480p)
d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE;
else
d3d->d3dpp.Flags = D3DPRESENTFLAG_INTERLACED;
// Safe mode
d3d->d3dpp.BackBufferWidth = 640;
d3d->d3dpp.BackBufferHeight = 480;
g_console.menus_hd_enable = false;
// Only valid in PAL mode, not valid for HDTV modes!
if(XGetVideoStandard() == XC_VIDEO_STANDARD_PAL_I)
{
if(d3d->video_mode & XC_VIDEO_FLAGS_PAL_60Hz) // PAL 60 user
if(d3d->video_mode & XC_VIDEO_FLAGS_PAL_60Hz)
d3d->d3dpp.FullScreen_RefreshRateInHz = 60;
else
d3d->d3dpp.FullScreen_RefreshRateInHz = 50;
// Standard video cables (RGB, SVIDEO)
g_console.menus_hd_enable = false;
//FIXME: i don't know if this will work, someone with standard video cables should check it out
// Check for 16:9 mode (PAL REGION)
if(d3d->video_mode & XC_VIDEO_FLAGS_WIDESCREEN)
{
if(d3d->video_mode & XC_VIDEO_FLAGS_PAL_60Hz)
{ //60 Hz, 720x480i
d3d->d3dpp.BackBufferWidth = 720;
d3d->d3dpp.BackBufferHeight = 480;
}
else
{ //50 Hz, 720x576i
d3d->d3dpp.BackBufferWidth = 720;
d3d->d3dpp.BackBufferHeight = 576;
}
}
}
else
{
// Check for 16:9 mode (NTSC REGIONS)
if(d3d->video_mode & XC_VIDEO_FLAGS_WIDESCREEN)
{
d3d->d3dpp.BackBufferWidth = 720;
d3d->d3dpp.BackBufferHeight = 480; //576 ??
d3d->d3dpp.Flags = D3DPRESENTFLAG_INTERLACED | D3DPRESENTFLAG_WIDESCREEN;
}
else if(d3d->video_mode & XC_VIDEO_FLAGS_LETTERBOX)
{
d3d->d3dpp.BackBufferWidth = 720;
d3d->d3dpp.BackBufferHeight = 480; //576 ??
d3d->d3dpp.Flags = D3DPRESENTFLAG_INTERLACED;
}
else
{
d3d->d3dpp.BackBufferWidth = 640;
d3d->d3dpp.BackBufferHeight = 480;
d3d->d3dpp.Flags = D3DPRESENTFLAG_INTERLACED;
}
}
else if(XGetAVPack() == XC_AV_PACK_HDTV)
{
if(XGetAVPack() == XC_AV_PACK_HDTV)
{
if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_480p)
{
g_console.menus_hd_enable = false; //true?
g_console.menus_hd_enable = false;
d3d->d3dpp.BackBufferWidth = 640;
d3d->d3dpp.BackBufferHeight = 480;
d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE;
d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE;
}
else if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_720p)
@ -254,23 +257,39 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu
g_console.menus_hd_enable = true;
d3d->d3dpp.BackBufferWidth = 1280;
d3d->d3dpp.BackBufferHeight = 720;
d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE | D3DPRESENTFLAG_WIDESCREEN;
d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE;
}
}
else if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_1080i)
{
g_console.menus_hd_enable = true;
d3d->d3dpp.BackBufferWidth = 1920;
d3d->d3dpp.BackBufferHeight = 1080;
d3d->d3dpp.Flags = D3DPRESENTFLAG_INTERLACED;
}
}
// no letterboxing in 4:3 mode (if widescreen is
// unsupported
if(d3d->d3dpp.BackBufferWidth > 640 && ((float)d3d->d3dpp.BackBufferHeight / (float)d3d->d3dpp.BackBufferWidth != 0.75) ||
((d3d->d3dpp.BackBufferWidth == 720) && (d3d->d3dpp.BackBufferHeight == 576))) // 16:9
{
d3d->d3dpp.Flags |= D3DPRESENTFLAG_WIDESCREEN;
}
// no letterboxing in 4:3 mode (if widescreen is unsupported
d3d->d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
d3d->d3dpp.FullScreen_PresentationInterval = video->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
d3d->d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3d->d3dpp.BackBufferCount = 2;
d3d->d3dpp.EnableAutoDepthStencil = FALSE;
d3d->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3d->d3dpp.SwapEffect = D3DSWAPEFFECT_COPY; //D3DSWAPEFFECT_DISCARD;
d3d->d3d_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3d->d3dpp, &d3d->d3d_render_device);
// use an orthogonal matrix for the projection matrix
d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0);
// use an orthogonal matrix for the projection matrix
D3DXMATRIX mat;
D3DXMatrixOrthoOffCenterLH(&mat, 0, d3d->d3dpp.BackBufferWidth , d3d->d3dpp.BackBufferHeight , 0, 0.0f, 1.0f);
@ -306,8 +325,6 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu
d3d->vertex_buf->Unlock();
d3d->d3d_render_device->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET,
0xff000000, 1.0f, 0);
// disable lighting
d3d->d3d_render_device->SetRenderState(D3DRS_LIGHTING, FALSE);
@ -387,8 +404,6 @@ static bool xdk_d3d_frame(void *data, const void *frame,
if (d3d->should_resize)
xdk_d3d_set_viewport(false);
d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET,
0xff000000, 1.0f, 0);
d3d->frame_count++;
d3d->d3d_render_device->SetTexture(0, d3d->lpTexture);
@ -418,6 +433,7 @@ static bool xdk_d3d_frame(void *data, const void *frame,
d3d->d3d_render_device->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
d3d->d3d_render_device->SetStreamSource(0, d3d->vertex_buf, sizeof(DrawVerticeFormats));
d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0);
d3d->d3d_render_device->BeginScene();
d3d->d3d_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);