mirror of
https://github.com/libretro/RetroArch.git
synced 2024-12-01 04:00:32 +00:00
96cb6c8f53
erroneous value - device could not be created
402 lines
11 KiB
C++
402 lines
11 KiB
C++
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2012 - Daniel De Matteis
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*
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* RetroArch 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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* RetroArch 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 RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifdef _XBOX
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#include <xtl.h>
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#endif
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#include "../driver.h"
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#include "xdk_d3d8.h"
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#include "./../gfx/gfx_context.h"
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#include "../console/retroarch_console.h"
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#include "../general.h"
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#include "../message.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 void check_window(xdk_d3d_video_t *d3d)
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{
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bool quit, resize;
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gfx_ctx_check_window(&quit,
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&resize, NULL, NULL,
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d3d->frame_count);
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if (quit)
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d3d->quitting = true;
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else if (resize)
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d3d->should_resize = true;
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}
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static void xdk_d3d_free(void * data)
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{
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#ifdef RARCH_CONSOLE
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if (driver.video_data)
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return;
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#endif
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
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if (!d3d)
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return;
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d3d->d3d_render_device->Release();
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d3d->d3d_device->Release();
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free(d3d);
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}
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static void xdk_d3d_set_viewport(bool force_full)
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{
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
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d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET,
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0xff000000, 1.0f, 0);
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// FIXME: Hardcoded for Xbox 1 for now
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int width = 640;
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int height = 480;
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int m_viewport_x_temp, m_viewport_y_temp, m_viewport_width_temp, m_viewport_height_temp;
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float m_zNear, m_zFar;
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m_viewport_x_temp = 0;
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m_viewport_y_temp = 0;
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m_viewport_width_temp = width;
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m_viewport_height_temp = height;
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m_zNear = 0.0f;
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m_zFar = 1.0f;
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if (!force_full)
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{
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float desired_aspect = g_settings.video.aspect_ratio;
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float device_aspect = (float)width / height;
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float delta;
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// If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff),
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if(g_console.aspect_ratio_index == ASPECT_RATIO_CUSTOM)
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{
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delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5;
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m_viewport_x_temp = g_console.viewports.custom_vp.x;
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m_viewport_y_temp = g_console.viewports.custom_vp.y;
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m_viewport_width_temp = g_console.viewports.custom_vp.width;
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m_viewport_height_temp = g_console.viewports.custom_vp.height;
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}
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else if (device_aspect > desired_aspect)
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{
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delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5;
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m_viewport_x_temp = (int)(width * (0.5 - delta));
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m_viewport_width_temp = (int)(2.0 * width * delta);
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width = (unsigned)(2.0 * width * delta);
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}
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else
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{
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delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5;
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m_viewport_y_temp = (int)(height * (0.5 - delta));
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m_viewport_height_temp = (int)(2.0 * height * delta);
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height = (unsigned)(2.0 * height * delta);
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}
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}
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D3DVIEWPORT vp = {0};
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vp.Width = m_viewport_width_temp;
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vp.Height = m_viewport_height_temp;
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vp.X = m_viewport_x_temp;
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vp.Y = m_viewport_y_temp;
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vp.MinZ = m_zNear;
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vp.MaxZ = m_zFar;
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d3d->d3d_render_device->SetViewport(&vp);
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//if(gl->overscan_enable && !force_full)
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//{
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// m_left = -gl->overscan_amount/2;
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// m_right = 1 + gl->overscan_amount/2;
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// m_bottom = -gl->overscan_amount/2;
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//}
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}
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static void xdk_d3d_set_rotation(void * data, unsigned orientation)
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{
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(void)data;
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
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FLOAT angle;
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switch(orientation)
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{
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case ORIENTATION_NORMAL:
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angle = M_PI * 0 / 180;
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break;
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case ORIENTATION_VERTICAL:
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angle = M_PI * 270 / 180;
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break;
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case ORIENTATION_FLIPPED:
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angle = M_PI * 180 / 180;
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break;
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case ORIENTATION_FLIPPED_ROTATED:
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angle = M_PI * 90 / 180;
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break;
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}
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d3d->should_resize = TRUE;
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}
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static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **input, void **input_data)
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{
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if (driver.video_data)
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return driver.video_data;
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)calloc(1, sizeof(xdk_d3d_video_t));
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if (!d3d)
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{
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RARCH_LOG("error #1\n");
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return NULL;
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}
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RARCH_LOG("step 2\n");
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d3d->d3d_device = direct3d_create_ctx(D3D_SDK_VERSION);
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if (!d3d->d3d_device)
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{
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RARCH_LOG("error 2\n");
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free(d3d);
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return NULL;
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}
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RARCH_LOG("step 3\n");
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memset(&d3d->d3dpp, 0, sizeof(d3d->d3dpp));
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// no letterboxing in 4:3 mode (if widescreen is
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// unsupported
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//FIXME: Hardcoded right now
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d3d->d3dpp.BackBufferWidth = 640;
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d3d->d3dpp.BackBufferHeight = 480;
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RARCH_LOG("step 3.1\n");
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d3d->d3dpp.FullScreen_PresentationInterval = video->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
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d3d->d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
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d3d->d3dpp.BackBufferCount = 2;
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d3d->d3dpp.EnableAutoDepthStencil = FALSE;
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d3d->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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RARCH_LOG("step 3.2\n");
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d3d->d3d_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING,
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&d3d->d3dpp, &d3d->d3d_render_device);
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RARCH_LOG("step 3.3\n");
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d3d->d3d_render_device->CreateTexture(512, 512, 1, 0, D3DFMT_LIN_X1R5G5B5,
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0, &d3d->lpTexture);
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RARCH_LOG("step 3.4\n");
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D3DLOCKED_RECT d3dlr;
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d3d->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);
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memset(d3dlr.pBits, 0, 512 * d3dlr.Pitch);
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d3d->lpTexture->UnlockRect(0);
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RARCH_LOG("step 3.5\n");
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d3d->last_width = 512;
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d3d->last_height = 512;
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d3d->d3d_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats),
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D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &d3d->vertex_buf);
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static const DrawVerticeFormats init_verts[] = {
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{ -1.0f, -1.0f, 0.0f, 1.0f },
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{ 1.0f, -1.0f, 1.0f, 1.0f },
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{ -1.0f, 1.0f, 0.0f, 0.0f },
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{ 1.0f, 1.0f, 1.0f, 0.0f },
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};
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BYTE *verts_ptr;
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d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0);
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memcpy(verts_ptr, init_verts, sizeof(init_verts));
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d3d->vertex_buf->Unlock();
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d3d->d3d_render_device->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
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d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET,
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0xff000000, 1.0f, 0);
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d3d->d3d_render_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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d3d->d3d_render_device->SetRenderState(D3DRS_ZENABLE, FALSE);
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D3DVIEWPORT vp = {0};
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/* FIXME: Xbox 1 - hardcoded */
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vp.Width = 640;
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vp.Height = 480;
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vp.MinZ = 0.0f;
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vp.MaxZ = 1.0f;
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d3d->d3d_render_device->SetViewport(&vp);
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if(g_console.viewports.custom_vp.width == 0)
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g_console.viewports.custom_vp.width = vp.Width;
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if(g_console.viewports.custom_vp.height == 0)
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g_console.viewports.custom_vp.height = vp.Height;
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xdk_d3d_set_rotation(d3d, g_console.screen_orientation);
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d3d->vsync = video->vsync;
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return d3d;
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}
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static bool xdk_d3d_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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if (!frame)
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return true;
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
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bool menu_enabled = g_console.menu_enable;
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if (d3d->last_width != width || d3d->last_height != height)
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{
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D3DLOCKED_RECT d3dlr;
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d3d->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);
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memset(d3dlr.pBits, 0, 512 * d3dlr.Pitch);
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d3d->lpTexture->UnlockRect(0);
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float tex_w = width / 512.0f;
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float tex_h = height / 512.0f;
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DrawVerticeFormats verts[] = {
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{ -1.0f, -1.0f, 0.0f, tex_h },
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{ 1.0f, -1.0f, tex_w, tex_h },
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{ -1.0f, 1.0f, 0.0f, 0.0f },
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{ 1.0f, 1.0f, tex_w, 0.0f },
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};
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// Align texels and vertices (D3D9 quirk).
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for (unsigned i = 0; i < 4; i++)
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{
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verts[i].x -= 0.5f / 512.0f;
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verts[i].y += 0.5f / 512.0f;
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}
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BYTE *verts_ptr;
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d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0);
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memcpy(verts_ptr, verts, sizeof(verts));
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d3d->vertex_buf->Unlock();
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d3d->last_width = width;
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d3d->last_height = height;
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}
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if (d3d->should_resize)
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xdk_d3d_set_viewport(false);
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d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET,
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0xff000000, 1.0f, 0);
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d3d->frame_count++;
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d3d->d3d_render_device->SetTexture(0, d3d->lpTexture);
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D3DLOCKED_RECT d3dlr;
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d3d->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);
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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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d3d->lpTexture->UnlockRect(0);
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d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MINFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MAGFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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d3d->d3d_render_device->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
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d3d->d3d_render_device->SetStreamSource(0, d3d->vertex_buf, sizeof(DrawVerticeFormats));
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d3d->d3d_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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if(!d3d->block_swap)
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gfx_ctx_swap_buffers();
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return true;
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}
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static void xdk_d3d_set_nonblock_state(void *data, bool state)
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{
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
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if(d3d->vsync)
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{
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RARCH_LOG("D3D Vsync => %s\n", state ? "off" : "on");
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gfx_ctx_set_swap_interval(state ? 0 : 1, TRUE);
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}
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}
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static bool xdk_d3d_alive(void *data)
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{
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
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check_window(d3d);
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return !d3d->quitting;
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}
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static bool xdk_d3d_focus(void *data)
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{
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(void)data;
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return gfx_ctx_window_has_focus();
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}
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static void xdk_d3d_start(void)
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{
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video_info_t video_info = {0};
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video_info.vsync = g_settings.video.vsync;
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video_info.force_aspect = false;
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video_info.fullscreen = true;
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video_info.smooth = g_settings.video.smooth;
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video_info.input_scale = 2;
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driver.video_data = xdk_d3d_init(&video_info, NULL, NULL);
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
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gfx_ctx_set_swap_interval(d3d->vsync ? 1 : 0, false);
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}
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static void xdk_d3d_restart(void)
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{
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}
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static void xdk_d3d_stop(void)
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{
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void *data = driver.video_data;
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driver.video_data = NULL;
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xdk_d3d_free(data);
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}
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const video_driver_t video_xdk_d3d = {
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xdk_d3d_init,
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xdk_d3d_frame,
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xdk_d3d_set_nonblock_state,
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xdk_d3d_alive,
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xdk_d3d_focus,
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NULL,
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xdk_d3d_free,
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"xdk_d3d",
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xdk_d3d_start,
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xdk_d3d_stop,
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xdk_d3d_restart,
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xdk_d3d_set_rotation,
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};
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