mirror of
https://github.com/libretro/RetroArch.git
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99 lines
5.2 KiB
C
99 lines
5.2 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2014 - 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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#ifndef _XDK_DEFINES_H
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#define _XDK_DEFINES_H
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#if defined(_XBOX1)
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/* XBox 1*/
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#define LPDIRECT3DRESOURCE LPDIRECT3DRESOURCE8
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#define LPDIRECT3DTEXTURE LPDIRECT3DTEXTURE8
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#define LPDIRECT3DCUBETEXTURE LPDIRECT3DCUBETEXTURE8
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#define LPDIRECT3DVOLUMETEXTURE LPDIRECT3DVOLUMETEXTURE8
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#define LPDIRECT3DVERTEXBUFFER LPDIRECT3DVERTEXBUFFER8
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#define LPDIRECT3DRESOURCE LPDIRECT3DRESOURCE8
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#define LPDIRECT3D LPDIRECT3D8
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#define LPDIRECT3DDEVICE LPDIRECT3DDEVICE8
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#define LPDIRECT3DSURFACE LPDIRECT3DSURFACE8
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#define D3DVIEWPORT D3DVIEWPORT8
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#define D3DVERTEXELEMENT D3DVERTEXELEMENT8
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#define direct3d_create_ctx Direct3DCreate8
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#define SetSamplerState_function(device, sampler, type, value) \
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D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler); \
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D3D__TextureState[sampler][type] = value
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#define RD3DDevice_SetTransform(device, State, pMatrix) D3DDevice_SetTransform(State, pMatrix)
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#define RD3DDevice_SetVertexShader(device, handle) D3DDevice_SetVertexShader(handle)
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#define RD3DVertexBuffer_Lock(device, OffsetToLock, SizeToLock, ppbData, Flags) *ppbData = D3DVertexBuffer_Lock2(device, Flags) + OffsetToLock
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#define RD3DVertexBuffer_Unlock(device)
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#define RD3DDevice_SetTexture(device, Stage, pTexture) D3DDevice_SetTexture(Stage, pTexture)
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#define RD3DDevice_DrawPrimitive(device, PrimitiveType, StartVertex, PrimitiveCount) D3DDevice_DrawVertices(PrimitiveType, StartVertex, D3DVERTEXCOUNT(PrimitiveType, PrimitiveCount))
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#define RD3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil) D3DDevice_Clear(Count, pRects, Flags, Color, Z, Stencil)
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#define RD3DDevice_SetViewport(device, viewport) D3DDevice_SetViewport(viewport)
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#define RD3DDevice_Present(device) D3DDevice_Swap(0)
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#define RD3DDevice_SetSamplerState_MinFilter(device, sampler, value) SetSamplerState_function(device, sampler, D3DTSS_MINFILTER, value)
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#define RD3DDevice_SetSamplerState_MagFilter(device, sampler, value) SetSamplerState_function(device, sampler, D3DTSS_MAGFILTER, value)
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#define RD3DDevice_SetSamplerState_AddressU(device, sampler, value) SetSamplerState_function(device, sampler, D3DTSS_ADDRESSU, value)
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#define RD3DDevice_SetSamplerState_AddressV(device, sampler, value) SetSamplerState_function(device, sampler, D3DTSS_ADDRESSV, value)
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#define D3DLOCK_NOSYSLOCK (0)
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#define D3DSAMP_ADDRESSU D3DTSS_ADDRESSU
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#define D3DSAMP_ADDRESSV D3DTSS_ADDRESSV
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#define D3DSAMP_MAGFILTER D3DTSS_MAGFILTER
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#define D3DSAMP_MINFILTER D3DTSS_MINFILTER
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#elif defined(_XBOX360)
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/* XBox 360*/
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#define LPDIRECT3D LPDIRECT3D9
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#define LPDIRECT3DDEVICE LPDIRECT3DDEVICE9
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#define LPDIRECT3DTEXTURE LPDIRECT3DTEXTURE9
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#define LPDIRECT3DCUBETEXTURE LPDIRECT3DCUBETEXTURE9
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#define LPDIRECT3DSURFACE LPDIRECT3DSURFACE9
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#define LPDIRECT3DVOLUMETEXTURE LPDIRECT3DVOLUMETEXTURE9
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#define LPDIRECT3DVERTEXBUFFER LPDIRECT3DVERTEXBUFFER9
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#define LPDIRECT3DRESOURCE LPDIRECT3DRESOURCE9
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#define D3DVIEWPORT D3DVIEWPORT9
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#define D3DVERTEXELEMENT D3DVERTEXELEMENT9
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#define direct3d_create_ctx Direct3DCreate9
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#define RD3DVertexBuffer_Lock(device, OffsetToLock, SizeToLock, ppbData, Flags) *ppbData = D3DVertexBuffer_Lock(device, OffsetToLock, SizeToLock, Flags)
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#define RD3DVertexBuffer_Unlock(device) D3DVertexBuffer_Unlock(device)
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#define RD3DDevice_SetTexture(device, Stage, pTexture) \
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fetchConstant = GPU_CONVERT_D3D_TO_HARDWARE_TEXTUREFETCHCONSTANT(Stage); \
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pendingMask3 = D3DTAG_MASKENCODE(D3DTAG_START(D3DTAG_FETCHCONSTANTS) + fetchConstant, D3DTAG_START(D3DTAG_FETCHCONSTANTS) + fetchConstant); \
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D3DDevice_SetTexture(device, Stage, pTexture, pendingMask3)
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#define RD3DDevice_DrawPrimitive(device, PrimitiveType, StartVertex, PrimitiveCount) D3DDevice_DrawVertices(device, PrimitiveType, StartVertex, D3DVERTEXCOUNT(PrimitiveType, PrimitiveCount))
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#define RD3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil) D3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil, false)
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#define RD3DDevice_SetViewport(device, viewport) D3DDevice_SetViewport(device, viewport)
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#define RD3DDevice_Present(device) D3DDevice_Present(device)
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#define RD3DDevice_SetSamplerState_MinFilter(device, sampler, value) D3DDevice_SetSamplerState_MinFilter(device, sampler, value)
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#define RD3DDevice_SetSamplerState_MagFilter(device, sampler, value) D3DDevice_SetSamplerState_MagFilter(device, sampler, value)
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#define RD3DDevice_SetSamplerState_AddressU(device, sampler, value) D3DDevice_SetSamplerState_AddressU_Inline(device, sampler, value)
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#define RD3DDevice_SetSamplerState_AddressV(device, sampler, value) D3DDevice_SetSamplerState_AddressV_Inline(device, sampler, value)
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#endif
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#endif
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