RetroArch/xdk/xdk_defines.h
2013-04-16 18:49:09 +02:00

103 lines
5.3 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2013 - Hans-Kristian Arntzen
* Copyright (C) 2011-2013 - Daniel De Matteis
*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef _XDK_DEFINES_H
#define _XDK_DEFINES_H
#if defined(_XBOX1)
/* XBox 1*/
#define LPDIRECT3DRESOURCE LPDIRECT3DRESOURCE8
#define LPDIRECT3DTEXTURE LPDIRECT3DTEXTURE8
#define LPDIRECT3DCUBETEXTURE LPDIRECT3DCUBETEXTURE8
#define LPDIRECT3DVOLUMETEXTURE LPDIRECT3DVOLUMETEXTURE8
#define LPDIRECT3DVERTEXBUFFER LPDIRECT3DVERTEXBUFFER8
#define LPDIRECT3DRESOURCE LPDIRECT3DRESOURCE8
#define LPDIRECT3D LPDIRECT3D8
#define LPDIRECT3DDEVICE LPDIRECT3DDEVICE8
#define LPDIRECT3DSURFACE LPDIRECT3DSURFACE8
#define D3DVIEWPORT D3DVIEWPORT8
#define D3DVERTEXELEMENT D3DVERTEXELEMENT8
#define direct3d_create_ctx Direct3DCreate8
#define IDirect3DVertexBuffer IDirect3DVertexBuffer8
#define SetSamplerState_function(device, sampler, value) \
D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << 0); \
D3D__TextureState[0][sampler] = value
#define RD3DDevice_SetTransform(device, State, pMatrix) \
D3DDIRTY_TRANSFORM(State); \
D3DDevice_SetTransform(State, pMatrix);
#define RD3DDevice_SetVertexShader(device, handle) D3DDevice_SetVertexShader(handle)
#define RD3DVertexBuffer_Lock(device, OffsetToLock, SizeToLock, ppbData, Flags) *ppbData = D3DVertexBuffer_Lock2(device, Flags) + OffsetToLock
#define RD3DVertexBuffer_Unlock(device)
#define RD3DDevice_SetTexture(device, Stage, pTexture) D3DDevice_SetTexture(Stage, pTexture)
#define RD3DDevice_DrawPrimitive(device, PrimitiveType, StartVertex, PrimitiveCount) D3DDevice_DrawVertices(PrimitiveType, StartVertex, D3DVERTEXCOUNT(PrimitiveType, PrimitiveCount))
#define RD3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil) D3DDevice_Clear(Count, pRects, Flags, Color, Z, Stencil)
#define RD3DDevice_SetViewport(device, viewport) D3DDevice_SetViewport(viewport)
#define RD3DDevice_Present(device) D3DDevice_Swap(0)
#define RD3DDevice_SetSamplerState_MinFilter(device, sampler, value) SetSamplerState_function(device, sampler, value)
#define RD3DDevice_SetSamplerState_MagFilter(device, sampler, value) SetSamplerState_function(device, sampler, value)
#define RD3DDevice_SetSamplerState_AddressU(device, sampler, value) SetSamplerState_function(device, sampler, value)
#define RD3DDevice_SetSamplerState_AddressV(device, sampler, value) SetSamplerState_function(device, sampler, value)
#define D3DLOCK_NOSYSLOCK (0)
#define D3DSAMP_ADDRESSU D3DTSS_ADDRESSU
#define D3DSAMP_ADDRESSV D3DTSS_ADDRESSV
#define D3DSAMP_MAGFILTER D3DTSS_MAGFILTER
#define D3DSAMP_MINFILTER D3DTSS_MINFILTER
#elif defined(_XBOX360)
/* XBox 360*/
#define LPDIRECT3D LPDIRECT3D9
#define LPDIRECT3DDEVICE LPDIRECT3DDEVICE9
#define LPDIRECT3DTEXTURE LPDIRECT3DTEXTURE9
#define LPDIRECT3DCUBETEXTURE LPDIRECT3DCUBETEXTURE9
#define LPDIRECT3DSURFACE LPDIRECT3DSURFACE9
#define LPDIRECT3DVOLUMETEXTURE LPDIRECT3DVOLUMETEXTURE9
#define LPDIRECT3DVERTEXBUFFER LPDIRECT3DVERTEXBUFFER9
#define LPDIRECT3DRESOURCE LPDIRECT3DRESOURCE9
#define D3DVIEWPORT D3DVIEWPORT9
#define D3DVERTEXELEMENT D3DVERTEXELEMENT9
#define direct3d_create_ctx Direct3DCreate9
#define IDirect3DVertexDeclaration IDirect3DVertexDeclaration9
#define RD3DVertexBuffer_Lock(device, OffsetToLock, SizeToLock, ppbData, Flags) *ppbData = D3DVertexBuffer_Lock(device, OffsetToLock, SizeToLock, Flags)
#define RD3DVertexBuffer_Unlock(device) D3DVertexBuffer_Unlock(device)
#define RD3DDevice_SetTexture(device, Stage, pTexture) \
fetchConstant = GPU_CONVERT_D3D_TO_HARDWARE_TEXTUREFETCHCONSTANT(Stage); \
pendingMask3 = D3DTAG_MASKENCODE(D3DTAG_START(D3DTAG_FETCHCONSTANTS) + fetchConstant, D3DTAG_START(D3DTAG_FETCHCONSTANTS) + fetchConstant); \
D3DDevice_SetTexture(device, Stage, pTexture, pendingMask3)
#define RD3DDevice_DrawPrimitive(device, PrimitiveType, StartVertex, PrimitiveCount) D3DDevice_DrawVertices(device, PrimitiveType, StartVertex, D3DVERTEXCOUNT(PrimitiveType, PrimitiveCount))
#define RD3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil) D3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil, false)
#define RD3DDevice_SetViewport(device, viewport) D3DDevice_SetViewport(device, viewport)
#define RD3DDevice_Present(device) D3DDevice_Present(device)
#define RD3DDevice_SetSamplerState_MinFilter(device, sampler, value) D3DDevice_SetSamplerState_MinFilter(device, sampler, value)
#define RD3DDevice_SetSamplerState_MagFilter(device, sampler, value) D3DDevice_SetSamplerState_MagFilter(device, sampler, value)
#define RD3DDevice_SetSamplerState_AddressU(device, sampler, value) D3DDevice_SetSamplerState_AddressU_Inline(device, sampler, value)
#define RD3DDevice_SetSamplerState_AddressV(device, sampler, value) D3DDevice_SetSamplerState_AddressV_Inline(device, sampler, value)
#endif
#endif