(360/Xbox 1) Move more 360-specific code out of xdk360_video.cpp

This commit is contained in:
twinaphex 2012-07-07 15:39:19 +03:00
parent 2818673d4b
commit fddeac7fa9
4 changed files with 274 additions and 273 deletions

View File

@ -35,81 +35,9 @@
#endif
#ifdef _XBOX360
/* Xbox 360 specific code */
#include "xdk360_video_resources.h"
const DWORD g_MapLinearToSrgbGpuFormat[] =
{
GPUTEXTUREFORMAT_1_REVERSE,
GPUTEXTUREFORMAT_1,
GPUTEXTUREFORMAT_8,
GPUTEXTUREFORMAT_1_5_5_5,
GPUTEXTUREFORMAT_5_6_5,
GPUTEXTUREFORMAT_6_5_5,
GPUTEXTUREFORMAT_8_8_8_8_AS_16_16_16_16,
GPUTEXTUREFORMAT_2_10_10_10_AS_16_16_16_16,
GPUTEXTUREFORMAT_8_A,
GPUTEXTUREFORMAT_8_B,
GPUTEXTUREFORMAT_8_8,
GPUTEXTUREFORMAT_Cr_Y1_Cb_Y0_REP,
GPUTEXTUREFORMAT_Y1_Cr_Y0_Cb_REP,
GPUTEXTUREFORMAT_16_16_EDRAM,
GPUTEXTUREFORMAT_8_8_8_8_A,
GPUTEXTUREFORMAT_4_4_4_4,
GPUTEXTUREFORMAT_10_11_11_AS_16_16_16_16,
GPUTEXTUREFORMAT_11_11_10_AS_16_16_16_16,
GPUTEXTUREFORMAT_DXT1_AS_16_16_16_16,
GPUTEXTUREFORMAT_DXT2_3_AS_16_16_16_16,
GPUTEXTUREFORMAT_DXT4_5_AS_16_16_16_16,
GPUTEXTUREFORMAT_16_16_16_16_EDRAM,
GPUTEXTUREFORMAT_24_8,
GPUTEXTUREFORMAT_24_8_FLOAT,
GPUTEXTUREFORMAT_16,
GPUTEXTUREFORMAT_16_16,
GPUTEXTUREFORMAT_16_16_16_16,
GPUTEXTUREFORMAT_16_EXPAND,
GPUTEXTUREFORMAT_16_16_EXPAND,
GPUTEXTUREFORMAT_16_16_16_16_EXPAND,
GPUTEXTUREFORMAT_16_FLOAT,
GPUTEXTUREFORMAT_16_16_FLOAT,
GPUTEXTUREFORMAT_16_16_16_16_FLOAT,
GPUTEXTUREFORMAT_32,
GPUTEXTUREFORMAT_32_32,
GPUTEXTUREFORMAT_32_32_32_32,
GPUTEXTUREFORMAT_32_FLOAT,
GPUTEXTUREFORMAT_32_32_FLOAT,
GPUTEXTUREFORMAT_32_32_32_32_FLOAT,
GPUTEXTUREFORMAT_32_AS_8,
GPUTEXTUREFORMAT_32_AS_8_8,
GPUTEXTUREFORMAT_16_MPEG,
GPUTEXTUREFORMAT_16_16_MPEG,
GPUTEXTUREFORMAT_8_INTERLACED,
GPUTEXTUREFORMAT_32_AS_8_INTERLACED,
GPUTEXTUREFORMAT_32_AS_8_8_INTERLACED,
GPUTEXTUREFORMAT_16_INTERLACED,
GPUTEXTUREFORMAT_16_MPEG_INTERLACED,
GPUTEXTUREFORMAT_16_16_MPEG_INTERLACED,
GPUTEXTUREFORMAT_DXN,
GPUTEXTUREFORMAT_8_8_8_8_AS_16_16_16_16,
GPUTEXTUREFORMAT_DXT1_AS_16_16_16_16,
GPUTEXTUREFORMAT_DXT2_3_AS_16_16_16_16,
GPUTEXTUREFORMAT_DXT4_5_AS_16_16_16_16,
GPUTEXTUREFORMAT_2_10_10_10_AS_16_16_16_16,
GPUTEXTUREFORMAT_10_11_11_AS_16_16_16_16,
GPUTEXTUREFORMAT_11_11_10_AS_16_16_16_16,
GPUTEXTUREFORMAT_32_32_32_FLOAT,
GPUTEXTUREFORMAT_DXT3A,
GPUTEXTUREFORMAT_DXT5A,
GPUTEXTUREFORMAT_CTX1,
GPUTEXTUREFORMAT_DXT3A_AS_1_1_1_1,
GPUTEXTUREFORMAT_8_8_8_8_GAMMA_EDRAM,
GPUTEXTUREFORMAT_2_10_10_10_FLOAT_EDRAM,
};
#endif
/* end of Xbox 360 specific code */
static void check_window(xdk360_video_t *d3d9)
{
bool quit, resize;
@ -241,19 +169,6 @@ static void xdk360_set_rotation(void * data, unsigned orientation)
d3d9->should_resize = TRUE;
}
static void xdk360_convert_texture_to_as16_srgb( D3DTexture *pTexture )
{
pTexture->Format.SignX = GPUSIGN_GAMMA;
pTexture->Format.SignY = GPUSIGN_GAMMA;
pTexture->Format.SignZ = GPUSIGN_GAMMA;
XGTEXTURE_DESC desc;
XGGetTextureDesc( pTexture, 0, &desc );
//convert to AS_16_16_16_16 format
pTexture->Format.DataFormat = g_MapLinearToSrgbGpuFormat[ (desc.Format & D3DFORMAT_TEXTUREFORMAT_MASK) >> D3DFORMAT_TEXTUREFORMAT_SHIFT ];
}
static void xdk360_init_fbo(xdk360_video_t *d3d9)
{
if (d3d9->lpTexture_ot)
@ -403,190 +318,6 @@ static void *xdk360_init(const video_info_t *video, const input_driver_t **input
return d3d9;
}
extern video_console_t video_console;
extern xdk360_video_font_t m_Font;
static void xdk360_video_font_draw_text(xdk360_video_font_t * font,
float fOriginX, float fOriginY, const wchar_t * strText, float fMaxPixelWidth )
{
if( strText == NULL || strText[0] == L'\0')
return;
xdk360_video_t *vid = (xdk360_video_t*)driver.video_data;
D3DDevice *pd3dDevice = vid->d3d_render_device;
// Set the color as a vertex shader constant
float vColor[4];
vColor[0] = ( ( 0xffffffff & 0x00ff0000 ) >> 16L ) / 255.0F;
vColor[1] = ( ( 0xffffffff & 0x0000ff00 ) >> 8L ) / 255.0F;
vColor[2] = ( ( 0xffffffff & 0x000000ff ) >> 0L ) / 255.0F;
vColor[3] = ( ( 0xffffffff & 0xff000000 ) >> 24L ) / 255.0F;
d3d9_render_msg_pre(font);
// Perform the actual storing of the color constant here to prevent
// a load-hit-store by inserting work between the store and the use of
// the vColor array.
pd3dDevice->SetVertexShaderConstantF( 1, vColor, 1 );
// Set the starting screen position
if((fOriginX < 0.0f))
fOriginX += font->m_rcWindow.x2;
if( fOriginY < 0.0f )
fOriginY += font->m_rcWindow.y2;
font->m_fCursorX = floorf( fOriginX );
font->m_fCursorY = floorf( fOriginY );
// Adjust for padding
fOriginY -= font->m_fFontTopPadding;
// Add window offsets
float Winx = 0.0f;
float Winy = 0.0f;
fOriginX += Winx;
fOriginY += Winy;
font->m_fCursorX += Winx;
font->m_fCursorY += Winy;
// Begin drawing the vertices
// Declared as volatile to force writing in ascending
// address order. It prevents out of sequence writing in write combined
// memory.
volatile float * pVertex;
unsigned long dwNumChars = wcslen(strText);
HRESULT hr = pd3dDevice->BeginVertices( D3DPT_QUADLIST, 4 * dwNumChars, sizeof( XMFLOAT4 ) ,
( VOID** )&pVertex );
// The ring buffer may run out of space when tiling, doing z-prepasses,
// or using BeginCommandBuffer. If so, make the buffer larger.
if( hr < 0 )
RARCH_ERR( "Ring buffer out of memory.\n" );
// Draw four vertices for each glyph
while( *strText )
{
wchar_t letter;
// Get the current letter in the string
letter = *strText++;
// Handle the newline character
if( letter == L'\n' )
{
font->m_fCursorX = fOriginX;
font->m_fCursorY += font->m_fFontYAdvance * font->m_fYScaleFactor;
continue;
}
// Translate unprintable characters
const GLYPH_ATTR * pGlyph = &font->m_Glyphs[ ( letter <= font->m_cMaxGlyph )
? font->m_TranslatorTable[letter] : 0 ];
float fOffset = font->m_fXScaleFactor * (float)pGlyph->wOffset;
float fAdvance = font->m_fXScaleFactor * (float)pGlyph->wAdvance;
float fWidth = font->m_fXScaleFactor * (float)pGlyph->wWidth;
float fHeight = font->m_fYScaleFactor * font->m_fFontHeight;
// Setup the screen coordinates
font->m_fCursorX += fOffset;
float X4 = font->m_fCursorX;
float X1 = X4;
float X3 = X4 + fWidth;
float X2 = X1 + fWidth;
float Y1 = font->m_fCursorY;
float Y3 = Y1 + fHeight;
float Y2 = Y1;
float Y4 = Y3;
font->m_fCursorX += fAdvance;
// Add the vertices to draw this glyph
unsigned long tu1 = pGlyph->tu1; // Convert shorts to 32 bit longs for in register merging
unsigned long tv1 = pGlyph->tv1;
unsigned long tu2 = pGlyph->tu2;
unsigned long tv2 = pGlyph->tv2;
// NOTE: The vertexs are 2 floats for the screen coordinates,
// followed by two USHORTS for the u/vs of the character,
// terminated with the ARGB 32 bit color.
// This makes for 16 bytes per vertex data (Easier to read)
// Second NOTE: The uvs are merged and written using a DWORD due
// to the write combining hardware being only able to handle 32,
// 64 and 128 writes. Never store to write combined memory with
// 8 or 16 bit instructions. You've been warned.
pVertex[0] = X1;
pVertex[1] = Y1;
((volatile unsigned long *)pVertex)[2] = (tu1<<16)|tv1; // Merged using big endian rules
pVertex[3] = 0;
pVertex[4] = X2;
pVertex[5] = Y2;
((volatile unsigned long *)pVertex)[6] = (tu2<<16)|tv1; // Merged using big endian rules
pVertex[7] = 0;
pVertex[8] = X3;
pVertex[9] = Y3;
((volatile unsigned long *)pVertex)[10] = (tu2<<16)|tv2; // Merged using big endian rules
pVertex[11] = 0;
pVertex[12] = X4;
pVertex[13] = Y4;
((volatile unsigned long *)pVertex)[14] = (tu1<<16)|tv2; // Merged using big endian rules
pVertex[15] = 0;
pVertex+=16;
dwNumChars--;
}
// Since we allocated vertex data space based on the string length, we now need to
// add some dummy verts for any skipped characters (like newlines, etc.)
while( dwNumChars )
{
for(int i = 0; i < 16; i++)
pVertex[i] = 0;
pVertex += 16;
dwNumChars--;
}
// Stop drawing vertices
D3DDevice_EndVertices(pd3dDevice);
// Undo window offsets
font->m_fCursorX -= Winx;
font->m_fCursorY -= Winy;
d3d9_render_msg_post(font);
}
void xdk360_console_draw(void)
{
xdk360_video_t *vid = (xdk360_video_t*)driver.video_data;
D3DDevice *m_pd3dDevice = vid->d3d_render_device;
// The top line
unsigned int nTextLine = ( video_console.m_nCurLine -
video_console.m_cScreenHeight + video_console.m_cScreenHeightVirtual -
video_console.m_nScrollOffset + 1 )
% video_console.m_cScreenHeightVirtual;
d3d9_render_msg_pre(&m_Font);
for( unsigned int nScreenLine = 0; nScreenLine < video_console.m_cScreenHeight; nScreenLine++ )
{
xdk360_video_font_draw_text(&m_Font, (float)( video_console.m_cxSafeAreaOffset ),
(float)( video_console.m_cySafeAreaOffset + video_console.m_fLineHeight * nScreenLine ),
video_console.m_Lines[nTextLine], 0.0f );
nTextLine = ( nTextLine + 1 ) % video_console.m_cScreenHeightVirtual;
}
d3d9_render_msg_post(&m_Font);
}
static bool xdk360_frame(void *data, const void *frame,
unsigned width, unsigned height, unsigned pitch, const char *msg)
{

View File

@ -19,10 +19,6 @@
#include <stdint.h>
#ifdef _XBOX360
#include "../gfx/fonts/xdk360_fonts.h"
#endif
#define DFONT_MAX 4096
#define PRIM_FVF (D3DFVF_XYZRHW | D3DFVF_TEX1)

View File

@ -26,6 +26,74 @@ struct XPR_HEADER
#define XPR2_MAGIC_VALUE (0x58505232)
const DWORD g_MapLinearToSrgbGpuFormat[] =
{
GPUTEXTUREFORMAT_1_REVERSE,
GPUTEXTUREFORMAT_1,
GPUTEXTUREFORMAT_8,
GPUTEXTUREFORMAT_1_5_5_5,
GPUTEXTUREFORMAT_5_6_5,
GPUTEXTUREFORMAT_6_5_5,
GPUTEXTUREFORMAT_8_8_8_8_AS_16_16_16_16,
GPUTEXTUREFORMAT_2_10_10_10_AS_16_16_16_16,
GPUTEXTUREFORMAT_8_A,
GPUTEXTUREFORMAT_8_B,
GPUTEXTUREFORMAT_8_8,
GPUTEXTUREFORMAT_Cr_Y1_Cb_Y0_REP,
GPUTEXTUREFORMAT_Y1_Cr_Y0_Cb_REP,
GPUTEXTUREFORMAT_16_16_EDRAM,
GPUTEXTUREFORMAT_8_8_8_8_A,
GPUTEXTUREFORMAT_4_4_4_4,
GPUTEXTUREFORMAT_10_11_11_AS_16_16_16_16,
GPUTEXTUREFORMAT_11_11_10_AS_16_16_16_16,
GPUTEXTUREFORMAT_DXT1_AS_16_16_16_16,
GPUTEXTUREFORMAT_DXT2_3_AS_16_16_16_16,
GPUTEXTUREFORMAT_DXT4_5_AS_16_16_16_16,
GPUTEXTUREFORMAT_16_16_16_16_EDRAM,
GPUTEXTUREFORMAT_24_8,
GPUTEXTUREFORMAT_24_8_FLOAT,
GPUTEXTUREFORMAT_16,
GPUTEXTUREFORMAT_16_16,
GPUTEXTUREFORMAT_16_16_16_16,
GPUTEXTUREFORMAT_16_EXPAND,
GPUTEXTUREFORMAT_16_16_EXPAND,
GPUTEXTUREFORMAT_16_16_16_16_EXPAND,
GPUTEXTUREFORMAT_16_FLOAT,
GPUTEXTUREFORMAT_16_16_FLOAT,
GPUTEXTUREFORMAT_16_16_16_16_FLOAT,
GPUTEXTUREFORMAT_32,
GPUTEXTUREFORMAT_32_32,
GPUTEXTUREFORMAT_32_32_32_32,
GPUTEXTUREFORMAT_32_FLOAT,
GPUTEXTUREFORMAT_32_32_FLOAT,
GPUTEXTUREFORMAT_32_32_32_32_FLOAT,
GPUTEXTUREFORMAT_32_AS_8,
GPUTEXTUREFORMAT_32_AS_8_8,
GPUTEXTUREFORMAT_16_MPEG,
GPUTEXTUREFORMAT_16_16_MPEG,
GPUTEXTUREFORMAT_8_INTERLACED,
GPUTEXTUREFORMAT_32_AS_8_INTERLACED,
GPUTEXTUREFORMAT_32_AS_8_8_INTERLACED,
GPUTEXTUREFORMAT_16_INTERLACED,
GPUTEXTUREFORMAT_16_MPEG_INTERLACED,
GPUTEXTUREFORMAT_16_16_MPEG_INTERLACED,
GPUTEXTUREFORMAT_DXN,
GPUTEXTUREFORMAT_8_8_8_8_AS_16_16_16_16,
GPUTEXTUREFORMAT_DXT1_AS_16_16_16_16,
GPUTEXTUREFORMAT_DXT2_3_AS_16_16_16_16,
GPUTEXTUREFORMAT_DXT4_5_AS_16_16_16_16,
GPUTEXTUREFORMAT_2_10_10_10_AS_16_16_16_16,
GPUTEXTUREFORMAT_10_11_11_AS_16_16_16_16,
GPUTEXTUREFORMAT_11_11_10_AS_16_16_16_16,
GPUTEXTUREFORMAT_32_32_32_FLOAT,
GPUTEXTUREFORMAT_DXT3A,
GPUTEXTUREFORMAT_DXT5A,
GPUTEXTUREFORMAT_CTX1,
GPUTEXTUREFORMAT_DXT3A_AS_1_1_1_1,
GPUTEXTUREFORMAT_8_8_8_8_GAMMA_EDRAM,
GPUTEXTUREFORMAT_2_10_10_10_FLOAT_EDRAM,
};
PackedResource::PackedResource()
{
m_pSysMemData = NULL;
@ -161,3 +229,197 @@ void PackedResource::Destroy()
m_bInitialized = FALSE;
}
void xdk360_convert_texture_to_as16_srgb( D3DTexture *pTexture )
{
pTexture->Format.SignX = GPUSIGN_GAMMA;
pTexture->Format.SignY = GPUSIGN_GAMMA;
pTexture->Format.SignZ = GPUSIGN_GAMMA;
XGTEXTURE_DESC desc;
XGGetTextureDesc( pTexture, 0, &desc );
//convert to AS_16_16_16_16 format
pTexture->Format.DataFormat = g_MapLinearToSrgbGpuFormat[ (desc.Format & D3DFORMAT_TEXTUREFORMAT_MASK) >> D3DFORMAT_TEXTUREFORMAT_SHIFT ];
}
void xdk360_video_font_draw_text(xdk360_video_font_t * font,
float fOriginX, float fOriginY, const wchar_t * strText, float fMaxPixelWidth )
{
if( strText == NULL || strText[0] == L'\0')
return;
xdk360_video_t *vid = (xdk360_video_t*)driver.video_data;
D3DDevice *pd3dDevice = vid->d3d_render_device;
// Set the color as a vertex shader constant
float vColor[4];
vColor[0] = ( ( 0xffffffff & 0x00ff0000 ) >> 16L ) / 255.0F;
vColor[1] = ( ( 0xffffffff & 0x0000ff00 ) >> 8L ) / 255.0F;
vColor[2] = ( ( 0xffffffff & 0x000000ff ) >> 0L ) / 255.0F;
vColor[3] = ( ( 0xffffffff & 0xff000000 ) >> 24L ) / 255.0F;
d3d9_render_msg_pre(font);
// Perform the actual storing of the color constant here to prevent
// a load-hit-store by inserting work between the store and the use of
// the vColor array.
pd3dDevice->SetVertexShaderConstantF( 1, vColor, 1 );
// Set the starting screen position
if((fOriginX < 0.0f))
fOriginX += font->m_rcWindow.x2;
if( fOriginY < 0.0f )
fOriginY += font->m_rcWindow.y2;
font->m_fCursorX = floorf( fOriginX );
font->m_fCursorY = floorf( fOriginY );
// Adjust for padding
fOriginY -= font->m_fFontTopPadding;
// Add window offsets
float Winx = 0.0f;
float Winy = 0.0f;
fOriginX += Winx;
fOriginY += Winy;
font->m_fCursorX += Winx;
font->m_fCursorY += Winy;
// Begin drawing the vertices
// Declared as volatile to force writing in ascending
// address order. It prevents out of sequence writing in write combined
// memory.
volatile float * pVertex;
unsigned long dwNumChars = wcslen(strText);
HRESULT hr = pd3dDevice->BeginVertices( D3DPT_QUADLIST, 4 * dwNumChars, sizeof( XMFLOAT4 ) ,
( VOID** )&pVertex );
// The ring buffer may run out of space when tiling, doing z-prepasses,
// or using BeginCommandBuffer. If so, make the buffer larger.
if( hr < 0 )
RARCH_ERR( "Ring buffer out of memory.\n" );
// Draw four vertices for each glyph
while( *strText )
{
wchar_t letter;
// Get the current letter in the string
letter = *strText++;
// Handle the newline character
if( letter == L'\n' )
{
font->m_fCursorX = fOriginX;
font->m_fCursorY += font->m_fFontYAdvance * font->m_fYScaleFactor;
continue;
}
// Translate unprintable characters
const GLYPH_ATTR * pGlyph = &font->m_Glyphs[ ( letter <= font->m_cMaxGlyph )
? font->m_TranslatorTable[letter] : 0 ];
float fOffset = font->m_fXScaleFactor * (float)pGlyph->wOffset;
float fAdvance = font->m_fXScaleFactor * (float)pGlyph->wAdvance;
float fWidth = font->m_fXScaleFactor * (float)pGlyph->wWidth;
float fHeight = font->m_fYScaleFactor * font->m_fFontHeight;
// Setup the screen coordinates
font->m_fCursorX += fOffset;
float X4 = font->m_fCursorX;
float X1 = X4;
float X3 = X4 + fWidth;
float X2 = X1 + fWidth;
float Y1 = font->m_fCursorY;
float Y3 = Y1 + fHeight;
float Y2 = Y1;
float Y4 = Y3;
font->m_fCursorX += fAdvance;
// Add the vertices to draw this glyph
unsigned long tu1 = pGlyph->tu1; // Convert shorts to 32 bit longs for in register merging
unsigned long tv1 = pGlyph->tv1;
unsigned long tu2 = pGlyph->tu2;
unsigned long tv2 = pGlyph->tv2;
// NOTE: The vertexs are 2 floats for the screen coordinates,
// followed by two USHORTS for the u/vs of the character,
// terminated with the ARGB 32 bit color.
// This makes for 16 bytes per vertex data (Easier to read)
// Second NOTE: The uvs are merged and written using a DWORD due
// to the write combining hardware being only able to handle 32,
// 64 and 128 writes. Never store to write combined memory with
// 8 or 16 bit instructions. You've been warned.
pVertex[0] = X1;
pVertex[1] = Y1;
((volatile unsigned long *)pVertex)[2] = (tu1<<16)|tv1; // Merged using big endian rules
pVertex[3] = 0;
pVertex[4] = X2;
pVertex[5] = Y2;
((volatile unsigned long *)pVertex)[6] = (tu2<<16)|tv1; // Merged using big endian rules
pVertex[7] = 0;
pVertex[8] = X3;
pVertex[9] = Y3;
((volatile unsigned long *)pVertex)[10] = (tu2<<16)|tv2; // Merged using big endian rules
pVertex[11] = 0;
pVertex[12] = X4;
pVertex[13] = Y4;
((volatile unsigned long *)pVertex)[14] = (tu1<<16)|tv2; // Merged using big endian rules
pVertex[15] = 0;
pVertex+=16;
dwNumChars--;
}
// Since we allocated vertex data space based on the string length, we now need to
// add some dummy verts for any skipped characters (like newlines, etc.)
while( dwNumChars )
{
for(int i = 0; i < 16; i++)
pVertex[i] = 0;
pVertex += 16;
dwNumChars--;
}
// Stop drawing vertices
D3DDevice_EndVertices(pd3dDevice);
// Undo window offsets
font->m_fCursorX -= Winx;
font->m_fCursorY -= Winy;
d3d9_render_msg_post(font);
}
void xdk360_console_draw(void)
{
xdk360_video_t *vid = (xdk360_video_t*)driver.video_data;
D3DDevice *m_pd3dDevice = vid->d3d_render_device;
// The top line
unsigned int nTextLine = ( video_console.m_nCurLine -
video_console.m_cScreenHeight + video_console.m_cScreenHeightVirtual -
video_console.m_nScrollOffset + 1 )
% video_console.m_cScreenHeightVirtual;
d3d9_render_msg_pre(&m_Font);
for( unsigned int nScreenLine = 0; nScreenLine < video_console.m_cScreenHeight; nScreenLine++ )
{
xdk360_video_font_draw_text(&m_Font, (float)( video_console.m_cxSafeAreaOffset ),
(float)( video_console.m_cySafeAreaOffset + video_console.m_fLineHeight * nScreenLine ),
video_console.m_Lines[nTextLine], 0.0f );
nTextLine = ( nTextLine + 1 ) % video_console.m_cScreenHeightVirtual;
}
d3d9_render_msg_post(&m_Font);
}

View File

@ -17,6 +17,10 @@
#ifndef RARCH_360_RESOURCES_H
#define RARCH_360_RESOURCES_H
#ifdef _XBOX360
#include "../gfx/fonts/xdk360_fonts.h"
#endif
struct RESOURCE
{
unsigned long dwType;
@ -37,6 +41,9 @@ enum
RESOURCETYPE_EOF = 0xffffffff
};
extern video_console_t video_console;
extern xdk360_video_font_t m_Font;
class PackedResource
{
protected:
@ -82,4 +89,9 @@ class PackedResource
~PackedResource();
};
extern void xdk360_convert_texture_to_as16_srgb( D3DTexture *pTexture );
extern void xdk360_video_font_draw_text(xdk360_video_font_t * font,
float fOriginX, float fOriginY, const wchar_t * strText, float fMaxPixelWidth );
#endif