/* SSNES - A frontend for libretro. * Copyright (C) 2010-2012 - Hans-Kristian Arntzen * Copyright (C) 2011-2012 - Daniel De Matteis * * SSNES 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. * * SSNES 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 SSNES. * If not, see . */ // Xbox 360-specific headers #include #include #include "../driver.h" #include "xdk360_video.h" #include "xdk360_video_resources.h" #include "../gfx/shader_hlsl.h" #include "../console/console_ext.h" #include "../general.h" #include "../message.h" #include "shared.h" #ifdef HAVE_CONFIG_H #include "config.h" #endif static bool g_quitting; static bool g_first_msg; unsigned g_frame_count; void *g_d3d; /* Xbox 360 specific code */ const DWORD linear_to_srgb_gpu_fmt_lut[] = { 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, }; struct XPR_HEADER { unsigned long dwMagic; unsigned long dwHeaderSize; unsigned long dwDataSize; }; #define XPR2_MAGIC_VALUE (0x58505232) PackedResource::PackedResource() { m_pSysMemData = NULL; m_dwSysMemDataSize = 0L; m_pVidMemData = NULL; m_dwVidMemDataSize = 0L; m_pResourceTags = NULL; m_dwNumResourceTags = 0L; m_bInitialized = FALSE; } PackedResource::~PackedResource() { Destroy(); } void * PackedResource::GetData( const char * strName ) const { if( m_pResourceTags == NULL || strName == NULL ) return NULL; for( unsigned long i = 0; i < m_dwNumResourceTags; i++ ) { if( !_stricmp( strName, m_pResourceTags[i].strName ) ) return &m_pSysMemData[m_pResourceTags[i].dwOffset]; } return NULL; } HRESULT PackedResource::Create( const char * strFilename ) { unsigned long dwNumBytesRead; HANDLE hFile = CreateFile( strFilename, GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_READONLY, NULL ); if( hFile == INVALID_HANDLE_VALUE ) { SSNES_ERR( "File <%s> not found.\n", strFilename ); return E_FAIL; } // Read in and verify the XPR magic header XPR_HEADER xprh; if( !ReadFile( hFile, &xprh, sizeof( XPR_HEADER ), &dwNumBytesRead, NULL ) ) { SSNES_ERR( "Error reading XPR header in file <%s>.\n", strFilename ); CloseHandle( hFile ); return E_FAIL; } if( xprh.dwMagic != XPR2_MAGIC_VALUE ) { SSNES_ERR( "Invalid Xbox Packed Resource (.xpr) file: Magic = 0x%08lx.\n", xprh.dwMagic ); CloseHandle( hFile ); return E_FAIL; } // Compute memory requirements m_dwSysMemDataSize = xprh.dwHeaderSize; m_dwVidMemDataSize = xprh.dwDataSize; // Allocate memory m_pSysMemData = (BYTE*)malloc(m_dwSysMemDataSize); if( m_pSysMemData == NULL ) { SSNES_ERR( "Could not allocate system memory.\n" ); m_dwSysMemDataSize = 0; return E_FAIL; } m_pVidMemData = ( BYTE* )XMemAlloc( m_dwVidMemDataSize, MAKE_XALLOC_ATTRIBUTES( 0, 0, 0, 0, eXALLOCAllocatorId_GameMax, XALLOC_PHYSICAL_ALIGNMENT_4K, XALLOC_MEMPROTECT_WRITECOMBINE, 0, XALLOC_MEMTYPE_PHYSICAL ) ); if( m_pVidMemData == NULL ) { SSNES_ERR( "Could not allocate physical memory.\n" ); m_dwSysMemDataSize = 0; m_dwVidMemDataSize = 0; free(m_pSysMemData); m_pSysMemData = NULL; return E_FAIL; } // Read in the data from the file if( !ReadFile( hFile, m_pSysMemData, m_dwSysMemDataSize, &dwNumBytesRead, NULL ) || !ReadFile( hFile, m_pVidMemData, m_dwVidMemDataSize, &dwNumBytesRead, NULL ) ) { SSNES_ERR( "Unable to read Xbox Packed Resource (.xpr) file.\n" ); CloseHandle( hFile ); return E_FAIL; } // Done with the file CloseHandle( hFile ); // Extract resource table from the header data m_dwNumResourceTags = *( unsigned long * )( m_pSysMemData + 0 ); m_pResourceTags = ( RESOURCE* )( m_pSysMemData + 4 ); // Patch up the resources for( unsigned long i = 0; i < m_dwNumResourceTags; i++ ) { m_pResourceTags[i].strName = ( char * )( m_pSysMemData + ( unsigned long )m_pResourceTags[i].strName ); // Fixup the texture memory if( ( m_pResourceTags[i].dwType & 0xffff0000 ) == ( RESOURCETYPE_TEXTURE & 0xffff0000 ) ) { D3DTexture* pTexture = ( D3DTexture* )&m_pSysMemData[m_pResourceTags[i].dwOffset]; // Adjust Base address according to where memory was allocated XGOffsetBaseTextureAddress( pTexture, m_pVidMemData, m_pVidMemData ); } } m_bInitialized = TRUE; return S_OK; } void PackedResource::Destroy() { delete[] m_pSysMemData; m_pSysMemData = NULL; m_dwSysMemDataSize = 0L; if( m_pVidMemData != NULL ) XMemFree( m_pVidMemData, MAKE_XALLOC_ATTRIBUTES( 0, 0, 0, 0, eXALLOCAllocatorId_GameMax, 0, 0, 0, XALLOC_MEMTYPE_PHYSICAL ) ); m_pVidMemData = NULL; m_dwVidMemDataSize = 0L; m_pResourceTags = NULL; m_dwNumResourceTags = 0L; m_bInitialized = FALSE; } /* end of Xbox 360 specific code */ static void xdk360_gfx_free(void * data) { if (g_d3d) return; xdk360_video_t *vid = (xdk360_video_t*)data; if (!vid) return; hlsl_deinit(); vid->d3d_render_device->Release(); vid->d3d_device->Release(); free(vid); } static void set_viewport(bool force_full) { xdk360_video_t *vid = (xdk360_video_t*)g_d3d; vid->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); int width = vid->video_mode.fIsHiDef ? 1280 : 640; int height = vid->video_mode.fIsHiDef ? 720 : 480; int m_viewport_x_temp, m_viewport_y_temp, m_viewport_width_temp, m_viewport_height_temp; float m_zNear, m_zFar; m_viewport_x_temp = 0; m_viewport_y_temp = 0; m_viewport_width_temp = width; m_viewport_height_temp = height; m_zNear = 0.0f; m_zFar = 1.0f; if (!force_full) { float desired_aspect = g_settings.video.aspect_ratio; float device_aspect = (float)width / height; float delta; // If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff), //if(g_console.aspect_ratio_index == ASPECT_RATIO_CUSTOM) //{ // m_viewport_x_temp = g_console.custom_viewport_x; // m_viewport_y_temp = g_console.custom_viewport_y; // m_viewport_width_temp = g_console.custom_viewport_width; // m_viewport_height_temp = g_console.custom_viewport_height; //} if (device_aspect > desired_aspect) { delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5; m_viewport_x_temp = (int)(width * (0.5 - delta)); m_viewport_width_temp = (int)(2.0 * width * delta); width = (unsigned)(2.0 * width * delta); } else { delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5; m_viewport_y_temp = (int)(height * (0.5 - delta)); m_viewport_height_temp = (int)(2.0 * height * delta); height = (unsigned)(2.0 * height * delta); } } D3DVIEWPORT9 vp = {0}; vp.Width = m_viewport_width_temp; vp.Height = m_viewport_height_temp; vp.X = m_viewport_x_temp; vp.Y = m_viewport_y_temp; vp.MinZ = m_zNear; vp.MaxZ = m_zFar; vid->d3d_render_device->SetViewport(&vp); //if(gl->overscan_enable && !force_full) //{ // m_left = -gl->overscan_amount/2; // m_right = 1 + gl->overscan_amount/2; // m_bottom = -gl->overscan_amount/2; //} } static void xdk360_set_orientation(void * data, uint32_t orientation) { (void)data; xdk360_video_t *vid = (xdk360_video_t*)g_d3d; FLOAT angle; switch(orientation) { case ORIENTATION_NORMAL: angle = M_PI * 0 / 180; break; case ORIENTATION_VERTICAL: angle = M_PI * 270 / 180; break; case ORIENTATION_FLIPPED: angle = M_PI * 180 / 180; break; case ORIENTATION_FLIPPED_ROTATED: angle = M_PI * 90 / 180; break; } /* TODO: Move to D3DXMATRIX here */ hlsl_set_proj_matrix(XMMatrixRotationZ(angle)); } static void xdk360_set_aspect_ratio(void * data, uint32_t aspectratio_index) { (void)data; g_settings.video.aspect_ratio = aspectratio_lut[g_console.aspect_ratio_index].value; g_settings.video.force_aspect = false; set_viewport(false); } 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 = linear_to_srgb_gpu_fmt_lut[ (desc.Format & D3DFORMAT_TEXTUREFORMAT_MASK) >> D3DFORMAT_TEXTUREFORMAT_SHIFT ]; } static bool xdk360_init_fbo(xdk360_video_t * vid, unsigned width, unsigned height) { if (!g_settings.video.render_to_texture) return false; vid->d3d_render_device->CreateTexture(width * g_settings.video.fbo_scale_x, width * g_settings.video.fbo_scale_y, 1, 0, D3DFMT_LIN_X1R5G5B5, 0, &vid->lpTexture, NULL); vid->d3d_render_device->CreateRenderTarget(height * g_settings.video.fbo_scale_x, height * g_settings.video.fbo_scale_y, ( D3DFORMAT )MAKESRGBFMT( D3DFMT_A8R8G8B8 ), D3DMULTISAMPLE_NONE, 0, 0, &vid->fbo, NULL ); vid->fbo_inited = true; return true; } static void *xdk360_gfx_init(const video_info_t *video, const input_driver_t **input, void **input_data) { if (g_d3d) return g_d3d; xdk360_video_t *vid = (xdk360_video_t*)calloc(1, sizeof(xdk360_video_t)); if (!vid) return NULL; vid->d3d_device = Direct3DCreate9(D3D_SDK_VERSION); if (!vid->d3d_device) { free(vid); return NULL; } // Get video settings memset(&vid->video_mode, 0, sizeof(vid->video_mode)); XGetVideoMode(&vid->video_mode); memset(&vid->d3dpp, 0, sizeof(vid->d3dpp)); // no letterboxing in 4:3 mode (if widescreen is // unsupported if(!vid->video_mode.fIsWideScreen) vid->d3dpp.Flags |= D3DPRESENTFLAG_NO_LETTERBOX; vid->d3dpp.BackBufferWidth = vid->video_mode.fIsHiDef ? 1280 : 640; vid->d3dpp.BackBufferHeight = vid->video_mode.fIsHiDef ? 720 : 480; vid->d3dpp.BackBufferFormat = g_console.gamma_correction_enable ? (D3DFORMAT)MAKESRGBFMT(D3DFMT_A8R8G8B8) : D3DFMT_A8R8G8B8; vid->d3dpp.FrontBufferFormat = g_console.gamma_correction_enable ? (D3DFORMAT)MAKESRGBFMT(D3DFMT_LE_X8R8G8B8) : D3DFMT_LE_X8R8G8B8; vid->d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; vid->d3dpp.MultiSampleQuality = 0; vid->d3dpp.BackBufferCount = 2; vid->d3dpp.EnableAutoDepthStencil = FALSE; vid->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; vid->d3dpp.PresentationInterval = video->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE; // D3DCREATE_HARDWARE_VERTEXPROCESSING is ignored on 360 vid->d3d_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &vid->d3dpp, &vid->d3d_render_device); hlsl_init(g_settings.video.cg_shader_path, vid->d3d_render_device); if(!xdk360_init_fbo(vid, SSNES_SCALE_BASE * video->input_scale, SSNES_SCALE_BASE * video->input_scale)) { vid->d3d_render_device->CreateTexture(512, 512, 1, 0, D3DFMT_LIN_X1R5G5B5, 0, &vid->lpTexture, NULL); } xdk360_convert_texture_to_as16_srgb(vid->lpTexture); D3DLOCKED_RECT d3dlr; vid->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); memset(d3dlr.pBits, 0, 512 * d3dlr.Pitch); vid->lpTexture->UnlockRect(0); vid->last_width = 512; vid->last_height = 512; vid->d3d_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats), 0, 0, 0, &vid->vertex_buf, NULL); static const DrawVerticeFormats init_verts[] = { { -1.0f, -1.0f, 0.0f, 1.0f }, { 1.0f, -1.0f, 1.0f, 1.0f }, { -1.0f, 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 0.0f }, }; void *verts_ptr; vid->vertex_buf->Lock(0, 0, &verts_ptr, 0); memcpy(verts_ptr, init_verts, sizeof(init_verts)); vid->vertex_buf->Unlock(); static const D3DVERTEXELEMENT9 VertexElements[] = { { 0, 0 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, { 0, 2 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, D3DDECL_END() }; vid->d3d_render_device->CreateVertexDeclaration(VertexElements, &vid->v_decl); vid->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); vid->d3d_render_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); vid->d3d_render_device->SetRenderState(D3DRS_ZENABLE, FALSE); D3DVIEWPORT9 vp = {0}; vp.Width = vid->video_mode.fIsHiDef ? 1280 : 640; vp.Height = vid->video_mode.fIsHiDef ? 720 : 480; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; vid->d3d_render_device->SetViewport(&vp); xdk360_set_orientation(NULL, g_console.screen_orientation); return vid; } static bool xdk360_gfx_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg) { xdk360_video_t *vid = (xdk360_video_t*)data; D3DSurface* pRenderTarget0; if (vid->last_width != width || vid->last_height != height) { D3DLOCKED_RECT d3dlr; vid->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); memset(d3dlr.pBits, 0, 512 * d3dlr.Pitch); vid->lpTexture->UnlockRect(0); ifdef(vid->fbo_inited) { float tex_w = width / (512.0f * g_settings.video.fbo_scale_x); float tex_h = height / (512.0f * g_settings.video.fbo_scale_y); } else { float tex_w = width / (512.0f); float tex_h = height / (512.0f); } const DrawVerticeFormats verts[] = { { -1.0f, -1.0f, 0.0f, tex_h }, { 1.0f, -1.0f, tex_w, tex_h }, { -1.0f, 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, tex_w, 0.0f }, }; void *verts_ptr; vid->vertex_buf->Lock(0, 0, &verts_ptr, 0); memcpy(verts_ptr, verts, sizeof(verts)); vid->vertex_buf->Unlock(); vid->last_width = width; vid->last_height = height; } if(vid->fbo_inited) { vid->d3d_render_device->GetRenderTarget( 0, &pRenderTarget0 ); // Set the render target to be our offscreen texture vid->d3d_render_device->SetRenderTarget( 0, vid->fbo ); } vid->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); g_frame_count++; if(vid->fbo_inited) { vid->d3d_render_device->Resolve( D3DRESOLVE_RENDERTARGET0, NULL, vid->lpTexture, NULL, 0, 0, NULL, 0, 0, NULL ); // Set the render target back to the back buffer vid->d3d_render_device->SetRenderTarget( 0, pRenderTarget0 ); pRenderTarget0->Release(); } vid->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); hlsl_use(0); hlsl_set_params(width, height, 512 * g_settings.video.fbo_scale_x, 512 * g_settings.video.fbo_scale_y, vid->d3dpp.BackBufferWidth, vid->d3dpp.BackBufferHeight, g_frame_count); vid->d3d_render_device->SetTexture(0, NULL); D3DLOCKED_RECT d3dlr; vid->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); for (unsigned y = 0; y < height; y++) { const uint8_t *in = (const uint8_t*)frame + y * pitch; uint8_t *out = (uint8_t*)d3dlr.pBits + y * d3dlr.Pitch; memcpy(out, in, width * sizeof(uint16_t)); } vid->lpTexture->UnlockRect(0); vid->d3d_render_device->SetTexture(0, vid->lpTexture); vid->d3d_render_device->SetSamplerState(0, D3DSAMP_MINFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); vid->d3d_render_device->SetSamplerState(0, D3DSAMP_MAGFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); vid->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); vid->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); vid->d3d_render_device->SetVertexDeclaration(vid->v_decl); vid->d3d_render_device->SetStreamSource(0, vid->vertex_buf, 0, sizeof(DrawVerticeFormats)); vid->d3d_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); /* XBox 360 specific font code */ if (msg) { if(IS_TIMER_EXPIRED() || g_first_msg) { xdk360_console_format(msg); g_first_msg = 0; SET_TIMER_EXPIRATION(30); } xdk360_console_draw(); } if(!vid->block_swap) vid->d3d_render_device->Present(NULL, NULL, NULL, NULL); return true; } static void xdk360_set_swap_block_swap (void * data, bool toggle) { (void)data; xdk360_video_t *vid = (xdk360_video_t*)g_d3d; vid->block_swap = toggle; if(toggle) SSNES_LOG("Swap is set to blocked.\n"); else SSNES_LOG("Swap is set to non-blocked.\n"); } static void xdk360_swap (void * data) { (void)data; xdk360_video_t *vid = (xdk360_video_t*)g_d3d; vid->d3d_render_device->Present(NULL, NULL, NULL, NULL); } static void xdk360_gfx_set_nonblock_state(void *data, bool state) { xdk360_video_t *vid = (xdk360_video_t*)data; SSNES_LOG("D3D Vsync => %s\n", state ? "off" : "on"); /* XBox 360 specific code */ if(state) vid->d3d_render_device->SetRenderState(D3DRS_PRESENTINTERVAL, D3DPRESENT_INTERVAL_IMMEDIATE); else vid->d3d_render_device->SetRenderState(D3DRS_PRESENTINTERVAL, D3DPRESENT_INTERVAL_ONE); } static bool xdk360_gfx_alive(void *data) { (void)data; return !g_quitting; } static bool xdk360_gfx_focus(void *data) { (void)data; return true; } void xdk360_video_set_vsync(bool vsync) { xdk360_gfx_set_nonblock_state(g_d3d, vsync); } // 360 needs a working graphics stack before SSNESeven starts. // To deal with this main.c, // the top level module owns the instance, and is created beforehand. // When SSNES gets around to init it, it is already allocated. // When SSNES wants to free it, it is ignored. void xdk360_video_init(void) { video_info_t video_info = {0}; video_info.vsync = g_settings.video.vsync; video_info.force_aspect = false; video_info.smooth = g_settings.video.smooth; video_info.input_scale = 2; g_d3d = xdk360_gfx_init(&video_info, NULL, NULL); g_first_msg = true; /* XBox 360 specific font code */ HRESULT hr = xdk360_console_init("game:\\media\\Arial_12.xpr", 0xff000000, 0xffffffff ); if(FAILED(hr)) { SSNES_ERR("Couldn't create debug console.\n"); } } void xdk360_video_deinit(void) { void *data = g_d3d; g_d3d = NULL; xdk360_console_deinit(); xdk360_gfx_free(data); } const video_driver_t video_xdk360 = { xdk360_gfx_init, xdk360_gfx_frame, xdk360_gfx_set_nonblock_state, xdk360_gfx_alive, xdk360_gfx_focus, NULL, xdk360_gfx_free, "xdk360", xdk360_set_swap_block_swap, xdk360_swap, xdk360_set_aspect_ratio, xdk360_set_orientation, };