RetroArch/360/xdk360_video.cpp
2012-01-05 13:30:13 +01:00

271 lines
8.6 KiB
C++

/* SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes.
* Copyright (C) 2010-2011 - Hans-Kristian Arntzen
*
* Some code herein may be based on code found in BSNES.
*
* 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 <http://www.gnu.org/licenses/>.
*/
#include <xtl.h>
#include <xboxmath.h>
#include "../driver.h"
#include "../general.h"
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
// pixel shader
const CHAR* g_strPixelShaderProgram =
" struct PS_IN "
" { "
" float4 Color : COLOR; " // Interpolated color from
" }; " // the vertex shader
" "
" float4 main( PS_IN In ) : COLOR "
" { "
" return In.Color; " // Output color
" } ";
// vertex shader
const CHAR* g_strVertexShaderProgram =
" float4x4 matWVP : register(c0); "
" "
" struct VS_IN "
" "
" { "
" float4 ObjPos : POSITION; " // Object space position
" float4 Color : COLOR; " // Vertex color
" }; "
" "
" struct VS_OUT "
" { "
" float4 ProjPos : POSITION; " // Projected space position
" float4 Color : COLOR; "
" }; "
" "
" VS_OUT main( VS_IN In ) "
" { "
" VS_OUT Out; "
" Out.ProjPos = mul( matWVP, In.ObjPos ); " // Transform vertex into
" Out.Color = In.Color; " // Projected space and
" return Out; " // Transfer color
" } ";
typedef struct DrawVerticeFormats
{
float x, y, z, w;
unsigned int color;
float u, v;
} DrawVerticeFormats;
typedef struct xdk360_video xdk360_video_t;
static bool g_quitting;
typedef struct gl
{
IDirect3D9* xdk360_device;
IDirect3DDevice9* xdk360_render_device;
IDirect3DVertexShader9 *pVertexShader;
IDirect3DPixelShader9* pPixelShader;
IDirect3DVertexDeclaration9* pVertexDecl;
XMMATRIX matWVP;
unsigned frame_count;
} gl_t;
static void xdk360_gfx_free(void *data)
{
gl_t *vid = (gl_t*)data;
if (!vid)
return;
free(vid);
}
static void *xdk360_gfx_init(const video_info_t *video, const input_driver_t **input, void **input_data)
{
gl_t * gl = (gl_t*)calloc(1, sizeof(gl_t));
if (!gl)
return NULL;
gl->xdk360_device = Direct3DCreate9( D3D_SDK_VERSION );
/* Set up the structure used to create the Direct3D device */
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof( d3dpp ) );
d3dpp.BackBufferWidth = 1280;
d3dpp.BackBufferHeight = 720;
d3dpp.BackBufferFormat = ( D3DFORMAT )MAKESRGBFMT( D3DFMT_A8R8G8B8 );
d3dpp.FrontBufferFormat = ( D3DFORMAT )MAKESRGBFMT( D3DFMT_LE_X8R8G8B8 );
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp.MultiSampleQuality = 0;
d3dpp.BackBufferCount = 1;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
/* Create the Direct3D device */
gl->xdk360_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp,
&gl->xdk360_render_device);
/* Buffers to hold compiled shaders and possible error messages */
ID3DXBuffer* pShaderCode = NULL;
ID3DXBuffer* pErrorMsg = NULL;
/* Compile vertex shader */
HRESULT hr = D3DXCompileShader(g_strVertexShaderProgram, ( UINT )strlen(g_strVertexShaderProgram),
NULL, NULL, "main", "vs_2_0", 0, &pShaderCode, &pErrorMsg, NULL);
if (FAILED(hr))
{
OutputDebugStringA( pErrorMsg ? (CHAR *)pErrorMsg->GetBufferPointer() : "");
exit(1);
}
/* Create vertex shader */
gl->xdk360_render_device->CreateVertexShader((DWORD*)pShaderCode->GetBufferPointer(), &gl->pVertexShader);
/* Shader code is no longer required */
pShaderCode->Release();
pShaderCode = NULL;
/* Compile pixel shader */
hr = D3DXCompileShader(g_strPixelShaderProgram, (UINT)strlen(g_strPixelShaderProgram),
NULL, NULL, "main", "ps_2_0", 0, &pShaderCode, &pErrorMsg, NULL);
if (FAILED(hr))
{
OutputDebugStringA( pErrorMsg ? (CHAR *)pErrorMsg->GetBufferPointer() : "");
exit(1);
}
/* Create pixel shader */
gl->xdk360_render_device->CreatePixelShader((DWORD*)pShaderCode->GetBufferPointer(), &gl->pPixelShader);
/* Shader code no longer required */
pShaderCode->Release();
pShaderCode = NULL;
/* Structure to hold vertex data.*/
struct COLORVERTEX
{
FLOAT Position[3];
DWORD Color;
};
COLORVERTEX Vertices[3] =
{
{ -1.0f, -1.0f, 0.0f, 0x00FF0000 },
{ 0.0f, 1.0f, 0.0f, 0x0000FF00 },
{ 1.0f, -1.0f, 0.0f, 0x000000FF }
};
/* Define the vertex elements.*/
static const D3DVERTEXELEMENT9 VertexElements[3] =
{
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
D3DDECL_END()
};
/* Create a vertex declaration from the element descriptions.*/
gl->xdk360_render_device->CreateVertexDeclaration( VertexElements, &gl->pVertexDecl );
/* World matrix (identity in this sample)*/
XMMATRIX matWorld = XMMatrixIdentity();
/* View matrix*/
XMVECTOR vEyePt = XMVectorSet( 0.0f, 0.0f, -4.0f, 0.0f );
XMVECTOR vLookatPt = XMVectorSet( 0.0f, 0.0f, 0.0f, 0.0f );
XMVECTOR vUp = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
XMMATRIX matView = XMMatrixLookAtLH( vEyePt, vLookatPt, vUp );
/* Determine the aspect ratio*/
FLOAT fAspectRatio = ( FLOAT )d3dpp.BackBufferWidth / ( FLOAT )d3dpp.BackBufferHeight;
/* Projection matrix*/
XMMATRIX matProj = XMMatrixPerspectiveFovLH( XM_PI / 4, fAspectRatio, 1.0f, 200.0f );
/* World*view*projection*/
gl->matWVP = matWorld * matView * matProj;
/* Clear the backbuffer.*/
gl->xdk360_render_device->Clear( 0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL,
0xff000000, 1.0f, 0L );
return gl;
}
static bool xdk360_gfx_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
{
gl_t *vid = (gl_t*)data;
vid->frame_count++;
/* Clear the backbuffer.*/
vid->xdk360_render_device->Clear( 0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL,
0xff000000, 1.0f, 0L );
/* Set shaders. */
vid->xdk360_render_device->SetVertexShader( vid->pVertexShader );
vid->xdk360_render_device->SetPixelShader( vid->pPixelShader );
// Set shader constants.
vid->xdk360_render_device->SetVertexShaderConstantF( 0, ( FLOAT* )&vid->matWVP, 4 );
// Set the vertex declaration.
vid->xdk360_render_device->SetVertexDeclaration( vid->pVertexDecl );
// Draw
vid->xdk360_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2 );
// Resolve
vid->xdk360_render_device->Present(NULL, NULL, NULL, NULL);
return true;
}
static void xdk360_gfx_set_nonblock_state(void *data, bool state)
{
(void)data;
(void)state;
}
static bool xdk360_gfx_alive(void *data)
{
(void)data;
return !g_quitting;
}
static bool xdk360_gfx_focus(void *data)
{
(void)data;
return true;
}
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"
};