mirror of
https://github.com/libretro/RetroArch.git
synced 2024-12-15 13:20:59 +00:00
277 lines
7.9 KiB
C
277 lines
7.9 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2013 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2013 - 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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#include <stdlib.h>
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#include <string.h>
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#include <xenos/xe.h>
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#include <xenos/xenos.h>
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#include <xenos/edram.h>
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#include <xenos/xenos.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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#define XE_W 512
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#define XE_H 512
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#define UV_BOTTOM 0
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#define UV_TOP 1
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#define UV_LEFT 2
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#define UV_RIGHT 3
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// pixel shader
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const unsigned int g_xps_PS[] =
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{
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0x102a1100, 0x000000b4, 0x0000003c, 0x00000000, 0x00000024, 0x00000000,
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0x0000008c, 0x00000000, 0x00000000, 0x00000064, 0x0000001c, 0x00000057,
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0xffff0300, 0x00000001, 0x0000001c, 0x00000000, 0x00000050, 0x00000030,
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0x00030000, 0x00010000, 0x00000040, 0x00000000, 0x54657874, 0x75726553,
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0x616d706c, 0x657200ab, 0x0004000c, 0x00010001, 0x00010000, 0x00000000,
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0x70735f33, 0x5f300032, 0x2e302e32, 0x30333533, 0x2e3000ab, 0x00000000,
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0x0000003c, 0x10000100, 0x00000008, 0x00000000, 0x00001842, 0x00010003,
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0x00000001, 0x00003050, 0x0000f1a0, 0x00011002, 0x00001200, 0xc4000000,
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0x00001003, 0x00002200, 0x00000000, 0x10081001, 0x1f1ff688, 0x00004000,
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0xc80f8000, 0x00000000, 0xe2010100, 0x00000000, 0x00000000, 0x00000000
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};
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// vertex shader
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const unsigned int g_xvs_VS[] =
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{
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0x102a1101, 0x0000009c, 0x00000078, 0x00000000, 0x00000024, 0x00000000,
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0x00000058, 0x00000000, 0x00000000, 0x00000030, 0x0000001c, 0x00000023,
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0xfffe0300, 0x00000000, 0x00000000, 0x00000000, 0x0000001c, 0x76735f33,
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0x5f300032, 0x2e302e32, 0x30333533, 0x2e3000ab, 0x00000000, 0x00000078,
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0x00110002, 0x00000000, 0x00000000, 0x00001842, 0x00000001, 0x00000003,
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0x00000002, 0x00000290, 0x00100003, 0x0000a004, 0x00305005, 0x00003050,
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0x0001f1a0, 0x00001007, 0x00001008, 0x70153003, 0x00001200, 0xc2000000,
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0x00001006, 0x00001200, 0xc4000000, 0x00002007, 0x00002200, 0x00000000,
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0x05f82000, 0x00000688, 0x00000000, 0x05f81000, 0x00000688, 0x00000000,
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0x05f80000, 0x00000fc8, 0x00000000, 0xc80f803e, 0x00000000, 0xe2020200,
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0xc8038000, 0x00b0b000, 0xe2000000, 0xc80f8001, 0x00000000, 0xe2010100,
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0x00000000, 0x00000000, 0x00000000
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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 xenon360_video xenon360_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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unsigned char *screen;
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struct XenosVertexBuffer *vb;
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struct XenosDevice * gl_device;
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struct XenosDevice real_device;
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struct XenosShader * g_pVertexShader;
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struct XenosShader * g_pPixelTexturedShader;
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struct XenosSurface * g_pTexture;
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} gl_t;
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static float ScreenUv[4] = {0.f, 1.0f, 1.0f, 0.f};
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static void xenon360_gfx_free(void *data)
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{
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gl_t *vid = 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 *xenon360_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 = calloc(1, sizeof(gl_t));
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if (!gl)
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return NULL;
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gl->gl_device = &gl->real_device;
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Xe_Init(gl->gl_device);
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Xe_SetRenderTarget(gl->gl_device, Xe_GetFramebufferSurface(gl->gl_device));
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static const struct XenosVBFFormat vbf =
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{
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3,
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{
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{XE_USAGE_POSITION, 0, XE_TYPE_FLOAT4},
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{XE_USAGE_COLOR, 0, XE_TYPE_UBYTE4},
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{XE_USAGE_TEXCOORD, 0, XE_TYPE_FLOAT2},
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}
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};
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gl->g_pPixelTexturedShader = Xe_LoadShaderFromMemory(gl->gl_device, (void*)g_xps_PS);
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Xe_InstantiateShader(gl->gl_device, gl->g_pPixelTexturedShader, 0);
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gl->g_pVertexShader = Xe_LoadShaderFromMemory(gl->gl_device, (void*)g_xvs_VS);
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Xe_InstantiateShader(gl->gl_device, gl->g_pVertexShader, 0);
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Xe_ShaderApplyVFetchPatches(gl->gl_device, gl->g_pVertexShader, 0, &vbf);
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gl->g_pTexture = Xe_CreateTexture(gl->gl_device, XE_W, XE_H, 1, XE_FMT_5551 | XE_FMT_16BE, 0);
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gl->g_pTexture->use_filtering = 1;
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edram_init(gl->gl_device);
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// enable filtering for now
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float x = -1.0f;
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float y = 1.0f;
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float w = 4.0f;
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float h = 4.0f;
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gl->vb = Xe_CreateVertexBuffer(gl->gl_device, 3 * sizeof(DrawVerticeFormats));
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DrawVerticeFormats *Rect = Xe_VB_Lock(gl->gl_device, gl->vb, 0, 3 * sizeof (DrawVerticeFormats), XE_LOCK_WRITE);
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ScreenUv[UV_TOP] = ScreenUv[UV_TOP] * 2;
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ScreenUv[UV_LEFT] = ScreenUv[UV_LEFT] * 2;
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// top left
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Rect[0].x = x;
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Rect[0].y = y;
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Rect[0].u = ScreenUv[UV_BOTTOM];
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Rect[0].v = ScreenUv[UV_RIGHT];
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Rect[0].color = 0;
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// bottom left
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Rect[1].x = x;
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Rect[1].y = y - h;
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Rect[1].u = ScreenUv[UV_BOTTOM];
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Rect[1].v = ScreenUv[UV_LEFT];
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Rect[1].color = 0;
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// top right
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Rect[2].x = x + w;
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Rect[2].y = y;
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Rect[2].u = ScreenUv[UV_TOP];
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Rect[2].v = ScreenUv[UV_RIGHT];
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Rect[2].color = 0;
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Rect[3].x = x + w;
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Rect[3].y = y;
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Rect[3].u = ScreenUv[UV_TOP];
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Rect[3].v = ScreenUv[UV_RIGHT];
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Rect[3].color = 0;
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int i = 0;
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for (i = 0; i < 3; i++)
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{
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Rect[i].z = 0.0;
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Rect[i].w = 1.0;
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}
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Xe_VB_Unlock(gl->gl_device, gl->vb);
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Xe_SetClearColor(gl->gl_device, 0);
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return gl;
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}
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static bool xenon360_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 = data;
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ScreenUv[UV_TOP] = ((float) (width) / (float) XE_W)*2;
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ScreenUv[UV_LEFT] = ((float) (height) / (float) XE_H)*2;
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DrawVerticeFormats * Rect = Xe_VB_Lock(vid->gl_device, vid->vb, 0, 3 * sizeof(DrawVerticeFormats), XE_LOCK_WRITE);
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// bottom left
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Rect[1].v = ScreenUv[UV_LEFT];
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Rect[2].u = ScreenUv[UV_TOP];
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Xe_VB_Unlock(vid->gl_device, vid->vb);
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// Refresh texture cache
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uint16_t *dst = Xe_Surface_LockRect(vid->gl_device, vid->g_pTexture, 0, 0, 0, 0, XE_LOCK_WRITE);
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const uint16_t *src = frame;
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unsigned stride_in = pitch >>1;
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unsigned stride_out = vid->g_pTexture->wpitch >> 1;
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unsigned copy_size =width << 1;
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for (unsigned y = 0; y < height; y++, dst += stride_out, src += stride_in)
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memcpy(dst, src, copy_size);
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Xe_Surface_Unlock(vid->gl_device, vid->g_pTexture);
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// Reset states
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Xe_InvalidateState(vid->gl_device);
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Xe_SetClearColor(vid->gl_device, 0);
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// Select stream
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Xe_SetTexture(vid->gl_device, 0, vid->g_pTexture);
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Xe_SetCullMode(vid->gl_device, XE_CULL_NONE);
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Xe_SetStreamSource(vid->gl_device, 0, vid->vb, 0, sizeof(DrawVerticeFormats));
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// Select shaders
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Xe_SetShader(vid->gl_device, SHADER_TYPE_PIXEL, vid->g_pPixelTexturedShader, 0);
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Xe_SetShader(vid->gl_device, SHADER_TYPE_VERTEX, vid->g_pVertexShader, 0);
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// Draw
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Xe_DrawPrimitive(vid->gl_device, XE_PRIMTYPE_TRIANGLELIST, 0, 1);
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// Resolve
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Xe_Resolve(vid->gl_device);
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Xe_Sync(vid->gl_device);
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return true;
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}
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static void xenon360_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 xenon360_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 xenon360_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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static void xenon360_gfx_set_rotation(void *data, unsigned rotation)
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{
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(void)data;
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(void)rotation;
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}
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const video_driver_t video_xenon360 = {
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.init = xenon360_gfx_init,
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.frame = xenon360_gfx_frame,
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.alive = xenon360_gfx_alive,
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.set_nonblock_state = xenon360_gfx_set_nonblock_state,
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.focus = xenon360_gfx_focus,
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.free = xenon360_gfx_free,
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.ident = "xenon360"
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};
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