mirror of
https://github.com/CTCaer/RetroArch.git
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259 lines
8.4 KiB
C++
259 lines
8.4 KiB
C++
/* SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes.
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* Copyright (C) 2010-2011 - Hans-Kristian Arntzen
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*
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* Some code herein may be based on code found in BSNES.
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*
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* SSNES is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* SSNES is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with SSNES.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <xtl.h>
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#include <xboxmath.h>
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#include "../driver.h"
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#include "../general.h"
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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static const char* g_strPixelShaderProgram =
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" sampler2D tex : register(s0); "
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" struct PS_IN "
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" { "
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" float2 coord : TEXCOORD0; "
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" }; "
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" "
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" float4 main(PS_IN in) : COLOR "
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" { "
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" return tex2D(tex, in.coord); "
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" } ";
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static const char* g_strVertexShaderProgram =
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" struct VS_IN "
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" "
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" { "
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" float2 pos : POSITION; "
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" float2 coord : TEXCOORD0; "
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" }; "
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" "
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" struct VS_OUT "
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" { "
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" float4 pos : POSITION; "
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" float2 coord : TEXCOORD0; "
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" }; "
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" "
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" VS_OUT main(VS_IN in) "
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" { "
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" VS_OUT out; "
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" out.pos = float4(in.pos, 0.0, 1.0); "
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" out.coord = in.coord; "
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" return out; "
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" } ";
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typedef struct DrawVerticeFormats
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{
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float x, y;
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float u, v;
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} DrawVerticeFormats;
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static bool g_quitting;
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typedef struct xdk360_video
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{
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IDirect3D9* xdk360_device;
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IDirect3DDevice9* xdk360_render_device;
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IDirect3DVertexShader9 *pVertexShader;
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IDirect3DPixelShader9* pPixelShader;
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IDirect3DVertexDeclaration9* pVertexDecl;
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IDirect3DVertexBuffer9* vertex_buf;
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IDirect3DTexture9* lpTexture;
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unsigned frame_count;
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} xdk360_video_t;
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static void xdk360_gfx_free(void *data)
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{
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xdk360_video_t *vid = (xdk360_video_t*)data;
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if (!vid)
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return;
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vid->lpTexture->Release();
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vid->vertex_buf->Release();
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vid->pVertexDecl->Release();
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vid->pPixelShader->Release();
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vid->pVertexShader->Release();
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vid->xdk360_render_device->Release();
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vid->xdk360_device->Release();
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free(vid);
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}
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static void *xdk360_gfx_init(const video_info_t *video, const input_driver_t **input, void **input_data)
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{
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xdk360_video_t *gl = (xdk360_video_t*)calloc(1, sizeof(xdk360_video_t));
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if (!gl)
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return NULL;
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gl->xdk360_device = Direct3DCreate9(D3D_SDK_VERSION);
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if (!gl->xdk360_device)
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{
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free(gl);
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return NULL;
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}
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D3DPRESENT_PARAMETERS d3dpp;
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ZeroMemory(&d3dpp, sizeof(d3dpp));
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d3dpp.BackBufferWidth = 1280;
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d3dpp.BackBufferHeight = 720;
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d3dpp.BackBufferFormat = (D3DFORMAT)MAKESRGBFMT(D3DFMT_A8R8G8B8);
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d3dpp.FrontBufferFormat = (D3DFORMAT)MAKESRGBFMT(D3DFMT_LE_X8R8G8B8);
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d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
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d3dpp.MultiSampleQuality = 0;
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d3dpp.BackBufferCount = 2;
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d3dpp.EnableAutoDepthStencil = TRUE;
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d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
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gl->xdk360_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp,
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&gl->xdk360_render_device);
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ID3DXBuffer* pShaderCodeV = NULL;
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ID3DXBuffer* pShaderCodeP = NULL;
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ID3DXBuffer* pErrorMsg = NULL;
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HRESULT hr = D3DXCompileShader(g_strVertexShaderProgram, (UINT)strlen(g_strVertexShaderProgram),
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NULL, NULL, "main", "vs_2_0", 0, &pShaderCodeV, &pErrorMsg, NULL);
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if (SUCCEEDED(hr))
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{
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hr = D3DXCompileShader(g_strPixelShaderProgram, (UINT)strlen(g_strPixelShaderProgram),
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NULL, NULL, "main", "ps_2_0", 0, &pShaderCodeP, &pErrorMsg, NULL);
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}
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if (FAILED(hr))
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{
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OutputDebugString(pErrorMsg ? (char*)pErrorMsg->GetBufferPointer() : "");
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gl->xdk360_render_device->Release();
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gl->xdk360_device->Release();
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free(gl);
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return NULL;
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}
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gl->xdk360_render_device->CreateVertexShader(pShaderCodeV->GetBufferPointer(), &gl->pVertexShader);
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gl->xdk360_render_device->CreatePixelShader(pShaderCodeP->GetBufferPointer(), &gl->pPixelShader);
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pShaderCodeV->Release();
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pShaderCodeP->Release();
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gl->xdk360_render_device->CreateTexture(512, 512, 1, 0, D3DFMT_LIN_X1R5G5B5,
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0, &gl->lpTexture, NULL);
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gl->xdk360_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats), 0,
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0, 0, &gl->vertex_buf, NULL);
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static const DrawVerticeFormats init_verts[] = {
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{ 0.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, 0.0f, 1.0f, 0.0f },
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{ 0.0f, 1.0f, 0.0f, 1.0f },
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{ 1.0f, 1.0f, 1.0f, 1.0f },
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};
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void *verts_ptr;
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gl->vertex_buf->Lock(0, sizeof(DrawVerticeFormats), &verts_ptr, 0);
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memcpy(verts_ptr, init_verts, sizeof(init_verts));
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gl->vertex_buf->Unlock();
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static const D3DVERTEXELEMENT9 VertexElements[] =
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{
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{ 0, 0 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 2 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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D3DDECL_END()
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};
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gl->xdk360_render_device->CreateVertexDeclaration(VertexElements, &gl->pVertexDecl);
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gl->xdk360_render_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
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0xff000000, 1.0f, 0);
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return gl;
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}
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static bool xdk360_gfx_frame(void *data, const void *frame,
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unsigned width, unsigned height, unsigned pitch, const char *msg)
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{
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xdk360_video_t *vid = (xdk360_video_t*)data;
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vid->frame_count++;
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vid->xdk360_render_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
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0xff000000, 1.0f, 0);
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D3DLOCKED_RECT d3dlr;
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if (SUCCEEDED(vid->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK)))
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{
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for (unsigned y = 0; y < height; y++)
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{
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const uint8_t *in = (const uint8_t*)frame + y * pitch;
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uint8_t *out = (uint8_t*)d3dlr.pBits + y * d3dlr.Pitch;
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memcpy(out, in, width * sizeof(uint16_t));
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}
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vid->lpTexture->UnlockRect(0);
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}
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vid->xdk360_render_device->SetTexture(0, vid->lpTexture);
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vid->xdk360_render_device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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vid->xdk360_render_device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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vid->xdk360_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DADDRESS_BORDER);
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vid->xdk360_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DADDRESS_BORDER);
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vid->xdk360_render_device->SetVertexShader(vid->pVertexShader);
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vid->xdk360_render_device->SetPixelShader(vid->pPixelShader);
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vid->xdk360_render_device->SetVertexDeclaration(vid->pVertexDecl);
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vid->xdk360_render_device->SetStreamSource(0, vid->vertex_buf, 0, sizeof(DrawVerticeFormats));
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vid->xdk360_render_device->SetSampler(0, vid->lpTexture);
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vid->xdk360_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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vid->xdk360_render_device->Present(NULL, NULL, NULL, NULL);
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return true;
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}
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static void xdk360_gfx_set_nonblock_state(void *data, bool state)
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{
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(void)data;
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(void)state;
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}
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static bool xdk360_gfx_alive(void *data)
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{
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(void)data;
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return !g_quitting;
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}
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static bool xdk360_gfx_focus(void *data)
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{
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(void)data;
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return true;
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}
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const video_driver_t video_xdk360 = {
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xdk360_gfx_init,
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xdk360_gfx_frame,
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xdk360_gfx_set_nonblock_state,
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xdk360_gfx_alive,
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xdk360_gfx_focus,
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NULL,
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xdk360_gfx_free,
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"xdk360"
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};
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