mirror of
https://github.com/libretro/RetroArch.git
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271 lines
8.6 KiB
C++
271 lines
8.6 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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// pixel shader
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const CHAR* g_strPixelShaderProgram =
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" struct PS_IN "
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" { "
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" float4 Color : COLOR; " // Interpolated color from
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" }; " // the vertex shader
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" "
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" float4 main( PS_IN In ) : COLOR "
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" { "
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" return In.Color; " // Output color
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" } ";
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// vertex shader
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const CHAR* g_strVertexShaderProgram =
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" float4x4 matWVP : register(c0); "
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" "
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" struct VS_IN "
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" "
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" { "
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" float4 ObjPos : POSITION; " // Object space position
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" float4 Color : COLOR; " // Vertex color
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" }; "
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" "
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" struct VS_OUT "
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" { "
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" float4 ProjPos : POSITION; " // Projected space position
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" float4 Color : COLOR; "
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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.ProjPos = mul( matWVP, In.ObjPos ); " // Transform vertex into
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" Out.Color = In.Color; " // Projected space and
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" return Out; " // Transfer color
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" } ";
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typedef struct DrawVerticeFormats
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{
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float x, y, z, w;
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unsigned int color;
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float u, v;
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} DrawVerticeFormats;
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typedef struct xdk360_video xdk360_video_t;
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static bool g_quitting;
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typedef struct gl
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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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XMMATRIX matWVP;
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unsigned frame_count;
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} gl_t;
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static void xdk360_gfx_free(void *data)
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{
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gl_t *vid = (gl_t*)data;
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if (!vid)
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return;
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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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gl_t * gl = (gl_t*)calloc(1, sizeof(gl_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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/* Set up the structure used to create the Direct3D device */
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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 = 1;
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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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/* Create the Direct3D device */
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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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/* Buffers to hold compiled shaders and possible error messages */
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ID3DXBuffer* pShaderCode = NULL;
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ID3DXBuffer* pErrorMsg = NULL;
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/* Compile vertex shader */
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HRESULT hr = D3DXCompileShader(g_strVertexShaderProgram, ( UINT )strlen(g_strVertexShaderProgram),
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NULL, NULL, "main", "vs_2_0", 0, &pShaderCode, &pErrorMsg, NULL);
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if (FAILED(hr))
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{
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OutputDebugStringA( pErrorMsg ? (CHAR *)pErrorMsg->GetBufferPointer() : "");
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exit(1);
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}
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/* Create vertex shader */
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gl->xdk360_render_device->CreateVertexShader((DWORD*)pShaderCode->GetBufferPointer(), &gl->pVertexShader);
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/* Shader code is no longer required */
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pShaderCode->Release();
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pShaderCode = NULL;
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/* Compile pixel shader */
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hr = D3DXCompileShader(g_strPixelShaderProgram, (UINT)strlen(g_strPixelShaderProgram),
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NULL, NULL, "main", "ps_2_0", 0, &pShaderCode, &pErrorMsg, NULL);
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if (FAILED(hr))
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{
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OutputDebugStringA( pErrorMsg ? (CHAR *)pErrorMsg->GetBufferPointer() : "");
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exit(1);
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}
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/* Create pixel shader */
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gl->xdk360_render_device->CreatePixelShader((DWORD*)pShaderCode->GetBufferPointer(), &gl->pPixelShader);
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/* Shader code no longer required */
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pShaderCode->Release();
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pShaderCode = NULL;
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/* Structure to hold vertex data.*/
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struct COLORVERTEX
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{
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FLOAT Position[3];
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DWORD Color;
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};
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COLORVERTEX Vertices[3] =
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{
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{ -1.0f, -1.0f, 0.0f, 0x00FF0000 },
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{ 0.0f, 1.0f, 0.0f, 0x0000FF00 },
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{ 1.0f, -1.0f, 0.0f, 0x000000FF }
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};
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/* Define the vertex elements.*/
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static const D3DVERTEXELEMENT9 VertexElements[3] =
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{
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{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
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D3DDECL_END()
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};
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/* Create a vertex declaration from the element descriptions.*/
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gl->xdk360_render_device->CreateVertexDeclaration( VertexElements, &gl->pVertexDecl );
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/* World matrix (identity in this sample)*/
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XMMATRIX matWorld = XMMatrixIdentity();
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/* View matrix*/
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XMVECTOR vEyePt = XMVectorSet( 0.0f, 0.0f, -4.0f, 0.0f );
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XMVECTOR vLookatPt = XMVectorSet( 0.0f, 0.0f, 0.0f, 0.0f );
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XMVECTOR vUp = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
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XMMATRIX matView = XMMatrixLookAtLH( vEyePt, vLookatPt, vUp );
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/* Determine the aspect ratio*/
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FLOAT fAspectRatio = ( FLOAT )d3dpp.BackBufferWidth / ( FLOAT )d3dpp.BackBufferHeight;
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/* Projection matrix*/
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XMMATRIX matProj = XMMatrixPerspectiveFovLH( XM_PI / 4, fAspectRatio, 1.0f, 200.0f );
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/* World*view*projection*/
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gl->matWVP = matWorld * matView * matProj;
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/* Clear the backbuffer.*/
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gl->xdk360_render_device->Clear( 0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL,
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0xff000000, 1.0f, 0L );
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return gl;
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}
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static bool xdk360_gfx_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
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{
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gl_t *vid = (gl_t*)data;
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vid->frame_count++;
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/* Clear the backbuffer.*/
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vid->xdk360_render_device->Clear( 0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL,
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0xff000000, 1.0f, 0L );
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/* Set shaders. */
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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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// Set shader constants.
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vid->xdk360_render_device->SetVertexShaderConstantF( 0, ( FLOAT* )&vid->matWVP, 4 );
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// Set the vertex declaration.
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vid->xdk360_render_device->SetVertexDeclaration( vid->pVertexDecl );
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// Draw
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vid->xdk360_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2 );
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// Resolve
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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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