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https://github.com/libretro/RetroArch
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(Xbox 1) Fixed screen rotation code
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parent
0fc1a37872
commit
ee77a2dac7
@ -249,7 +249,7 @@ static void callback_sysutil_exit(uint64_t status, uint64_t param, void *userdat
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int main(int argc, char *argv[])
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{
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#if defined(_XBOX)
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XINPUT_STATE state;
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XINPUT_STATE state; //C4101
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get_environment_settings();
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@ -33,6 +33,7 @@
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wchar_t strw_buffer[128];
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unsigned font_x, font_y;
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FLOAT angle;
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static void check_window(xdk_d3d_video_t *d3d)
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{
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@ -147,31 +148,26 @@ static void xdk_d3d_set_rotation(void * data, unsigned orientation)
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{
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(void)data;
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
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FLOAT angle;
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switch(orientation)
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{
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case ORIENTATION_NORMAL:
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angle = M_PI * 0 / 180;
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RARCH_LOG("D3D8: Set rotation to ORIENTATION_NORMAL\n");
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break;
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case ORIENTATION_VERTICAL:
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angle = M_PI * 270 / 180;
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RARCH_LOG("D3D8: Set rotation to ORIENTATION_VERTICAL\n");
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break;
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case ORIENTATION_FLIPPED:
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angle = M_PI * 180 / 180;
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RARCH_LOG("D3D8: Set rotation to ORIENTATION_FLIPPED\n");
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break;
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case ORIENTATION_FLIPPED_ROTATED:
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angle = M_PI * 90 / 180;
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RARCH_LOG("D3D8: Set rotation to ORIENTATION_FLIPPED_ROTATED\n");
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break;
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}
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/*
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D3DXMATRIX p_out;
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D3DXMatrixIdentity(&p_out);
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d3d->d3d_render_device->SetTransform(D3DTS_PROJECTION, &p_out);
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d3d->should_resize = TRUE;
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*/
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}
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static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **input, void **input_data)
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@ -187,7 +183,7 @@ 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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{
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free(d3d);
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RARCH_ERR("Failed to create a D3D8 object.\n");
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RARCH_ERR("D3D8: Failed to create a D3D8 object.\n");
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return NULL;
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}
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@ -429,13 +425,16 @@ static bool xdk_d3d_frame(void *data, const void *frame,
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d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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D3DXMATRIX p_out;
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d3d->d3d_render_device->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
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D3DXMATRIX p_out, p_rotate;
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D3DXMatrixIdentity(&p_out);
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d3d->d3d_render_device->SetTransform(D3DTS_WORLD, &p_out);
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D3DXMatrixRotationZ(&p_rotate, angle);
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d3d->d3d_render_device->SetTransform(D3DTS_WORLD, &p_rotate);
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d3d->d3d_render_device->SetTransform(D3DTS_VIEW, &p_out);
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d3d->d3d_render_device->SetTransform(D3DTS_PROJECTION, &p_out);
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d3d->d3d_render_device->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
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d3d->d3d_render_device->SetStreamSource(0, d3d->vertex_buf, sizeof(DrawVerticeFormats));
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d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0);
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@ -483,7 +482,7 @@ static void xdk_d3d_set_nonblock_state(void *data, bool state)
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if(d3d->vsync)
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{
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RARCH_LOG("D3D Vsync => %s\n", state ? "off" : "on");
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RARCH_LOG("D3D8: Vsync => %s\n", state ? "off" : "on");
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gfx_ctx_set_swap_interval(state ? 0 : 1, TRUE);
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}
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}
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