/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2012 - Hans-Kristian Arntzen * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with RetroArch. * If not, see . */ #include #include #include #include #include #include #include "driver.h" #include "general.h" #ifdef HAVE_CONFIG_H #include "config.h" #endif #define XE_W 512 #define XE_H 512 #define UV_BOTTOM 0 #define UV_TOP 1 #define UV_LEFT 2 #define UV_RIGHT 3 // pixel shader const unsigned int g_xps_PS[] = { 0x102a1100, 0x000000b4, 0x0000003c, 0x00000000, 0x00000024, 0x00000000, 0x0000008c, 0x00000000, 0x00000000, 0x00000064, 0x0000001c, 0x00000057, 0xffff0300, 0x00000001, 0x0000001c, 0x00000000, 0x00000050, 0x00000030, 0x00030000, 0x00010000, 0x00000040, 0x00000000, 0x54657874, 0x75726553, 0x616d706c, 0x657200ab, 0x0004000c, 0x00010001, 0x00010000, 0x00000000, 0x70735f33, 0x5f300032, 0x2e302e32, 0x30333533, 0x2e3000ab, 0x00000000, 0x0000003c, 0x10000100, 0x00000008, 0x00000000, 0x00001842, 0x00010003, 0x00000001, 0x00003050, 0x0000f1a0, 0x00011002, 0x00001200, 0xc4000000, 0x00001003, 0x00002200, 0x00000000, 0x10081001, 0x1f1ff688, 0x00004000, 0xc80f8000, 0x00000000, 0xe2010100, 0x00000000, 0x00000000, 0x00000000 }; // vertex shader const unsigned int g_xvs_VS[] = { 0x102a1101, 0x0000009c, 0x00000078, 0x00000000, 0x00000024, 0x00000000, 0x00000058, 0x00000000, 0x00000000, 0x00000030, 0x0000001c, 0x00000023, 0xfffe0300, 0x00000000, 0x00000000, 0x00000000, 0x0000001c, 0x76735f33, 0x5f300032, 0x2e302e32, 0x30333533, 0x2e3000ab, 0x00000000, 0x00000078, 0x00110002, 0x00000000, 0x00000000, 0x00001842, 0x00000001, 0x00000003, 0x00000002, 0x00000290, 0x00100003, 0x0000a004, 0x00305005, 0x00003050, 0x0001f1a0, 0x00001007, 0x00001008, 0x70153003, 0x00001200, 0xc2000000, 0x00001006, 0x00001200, 0xc4000000, 0x00002007, 0x00002200, 0x00000000, 0x05f82000, 0x00000688, 0x00000000, 0x05f81000, 0x00000688, 0x00000000, 0x05f80000, 0x00000fc8, 0x00000000, 0xc80f803e, 0x00000000, 0xe2020200, 0xc8038000, 0x00b0b000, 0xe2000000, 0xc80f8001, 0x00000000, 0xe2010100, 0x00000000, 0x00000000, 0x00000000 }; typedef struct DrawVerticeFormats { float x, y, z, w; unsigned int color; float u, v; } DrawVerticeFormats; typedef struct xenon360_video xenon360_video_t; static bool g_quitting; typedef struct gl { unsigned char *screen; struct XenosVertexBuffer *vb; struct XenosDevice * gl_device; struct XenosDevice real_device; struct XenosShader * g_pVertexShader; struct XenosShader * g_pPixelTexturedShader; struct XenosSurface * g_pTexture; unsigned frame_count; } gl_t; static float ScreenUv[4] = {0.f, 1.0f, 1.0f, 0.f}; static void xenon360_gfx_free(void *data) { gl_t *vid = data; if (!vid) return; free(vid); } static void *xenon360_gfx_init(const video_info_t *video, const input_driver_t **input, void **input_data) { gl_t * gl = calloc(1, sizeof(gl_t)); if (!gl) return NULL; gl->gl_device = &gl->real_device; Xe_Init(gl->gl_device); Xe_SetRenderTarget(gl->gl_device, Xe_GetFramebufferSurface(gl->gl_device)); static const struct XenosVBFFormat vbf = { 3, { {XE_USAGE_POSITION, 0, XE_TYPE_FLOAT4}, {XE_USAGE_COLOR, 0, XE_TYPE_UBYTE4}, {XE_USAGE_TEXCOORD, 0, XE_TYPE_FLOAT2}, } }; gl->g_pPixelTexturedShader = Xe_LoadShaderFromMemory(gl->gl_device, (void*)g_xps_PS); Xe_InstantiateShader(gl->gl_device, gl->g_pPixelTexturedShader, 0); gl->g_pVertexShader = Xe_LoadShaderFromMemory(gl->gl_device, (void*)g_xvs_VS); Xe_InstantiateShader(gl->gl_device, gl->g_pVertexShader, 0); Xe_ShaderApplyVFetchPatches(gl->gl_device, gl->g_pVertexShader, 0, &vbf); gl->g_pTexture = Xe_CreateTexture(gl->gl_device, XE_W, XE_H, 1, XE_FMT_5551 | XE_FMT_16BE, 0); gl->g_pTexture->use_filtering = 1; edram_init(gl->gl_device); // enable filtering for now float x = -1.0f; float y = 1.0f; float w = 4.0f; float h = 4.0f; gl->vb = Xe_CreateVertexBuffer(gl->gl_device, 3 * sizeof(DrawVerticeFormats)); DrawVerticeFormats *Rect = Xe_VB_Lock(gl->gl_device, gl->vb, 0, 3 * sizeof (DrawVerticeFormats), XE_LOCK_WRITE); ScreenUv[UV_TOP] = ScreenUv[UV_TOP] * 2; ScreenUv[UV_LEFT] = ScreenUv[UV_LEFT] * 2; // top left Rect[0].x = x; Rect[0].y = y; Rect[0].u = ScreenUv[UV_BOTTOM]; Rect[0].v = ScreenUv[UV_RIGHT]; Rect[0].color = 0; // bottom left Rect[1].x = x; Rect[1].y = y - h; Rect[1].u = ScreenUv[UV_BOTTOM]; Rect[1].v = ScreenUv[UV_LEFT]; Rect[1].color = 0; // top right Rect[2].x = x + w; Rect[2].y = y; Rect[2].u = ScreenUv[UV_TOP]; Rect[2].v = ScreenUv[UV_RIGHT]; Rect[2].color = 0; Rect[3].x = x + w; Rect[3].y = y; Rect[3].u = ScreenUv[UV_TOP]; Rect[3].v = ScreenUv[UV_RIGHT]; Rect[3].color = 0; int i = 0; for (i = 0; i < 3; i++) { Rect[i].z = 0.0; Rect[i].w = 1.0; } Xe_VB_Unlock(gl->gl_device, gl->vb); Xe_SetClearColor(gl->gl_device, 0); return gl; } static bool xenon360_gfx_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg) { gl_t *vid = data; vid->frame_count++; ScreenUv[UV_TOP] = ((float) (width) / (float) XE_W)*2; ScreenUv[UV_LEFT] = ((float) (height) / (float) XE_H)*2; DrawVerticeFormats * Rect = Xe_VB_Lock(vid->gl_device, vid->vb, 0, 3 * sizeof(DrawVerticeFormats), XE_LOCK_WRITE); // bottom left Rect[1].v = ScreenUv[UV_LEFT]; Rect[2].u = ScreenUv[UV_TOP]; Xe_VB_Unlock(vid->gl_device, vid->vb); // Refresh texture cache uint16_t *dst = Xe_Surface_LockRect(vid->gl_device, vid->g_pTexture, 0, 0, 0, 0, XE_LOCK_WRITE); const uint16_t *src = frame; unsigned stride_in = pitch >>1; unsigned stride_out = vid->g_pTexture->wpitch >> 1; unsigned copy_size =width << 1; for (unsigned y = 0; y < height; y++, dst += stride_out, src += stride_in) memcpy(dst, src, copy_size); Xe_Surface_Unlock(vid->gl_device, vid->g_pTexture); // Reset states Xe_InvalidateState(vid->gl_device); Xe_SetClearColor(vid->gl_device, 0); // Select stream Xe_SetTexture(vid->gl_device, 0, vid->g_pTexture); Xe_SetCullMode(vid->gl_device, XE_CULL_NONE); Xe_SetStreamSource(vid->gl_device, 0, vid->vb, 0, sizeof(DrawVerticeFormats)); // Select shaders Xe_SetShader(vid->gl_device, SHADER_TYPE_PIXEL, vid->g_pPixelTexturedShader, 0); Xe_SetShader(vid->gl_device, SHADER_TYPE_VERTEX, vid->g_pVertexShader, 0); // Draw Xe_DrawPrimitive(vid->gl_device, XE_PRIMTYPE_TRIANGLELIST, 0, 1); // Resolve Xe_Resolve(vid->gl_device); Xe_Sync(vid->gl_device); return true; } static void xenon360_gfx_set_nonblock_state(void *data, bool state) { (void)data; (void)state; } static bool xenon360_gfx_alive(void *data) { (void)data; return !g_quitting; } static bool xenon360_gfx_focus(void *data) { (void)data; return true; } const video_driver_t video_xenon360 = { .init = xenon360_gfx_init, .frame = xenon360_gfx_frame, .alive = xenon360_gfx_alive, .set_nonblock_state = xenon360_gfx_set_nonblock_state, .focus = xenon360_gfx_focus, .free = xenon360_gfx_free, .ident = "xenon360" };