Exemplo n.º 1
0
static void rmenu_ctx_ps3_swap_buffers(void)
{
   gfx_ctx_swap_buffers();
#ifdef HAVE_SYSUTILS
      cellSysutilCheckCallback();
#endif
}
Exemplo n.º 2
0
Arquivo: vg.c Projeto: mak77/RetroArch
static bool vg_frame(void *data, const void *frame,
      unsigned frame_width, unsigned frame_height,
      uint64_t frame_count, unsigned pitch, const char *msg)
{
   unsigned width, height;
   vg_t                           *vg = (vg_t*)data;
   static struct retro_perf_counter    vg_fr = {0};
   static struct retro_perf_counter vg_image = {0};

   rarch_perf_init(&vg_fr, "vg_fr");
   retro_perf_start(&vg_fr);

   video_driver_get_size(&width, &height);

   if (frame_width != vg->mRenderWidth || frame_height != vg->mRenderHeight || vg->should_resize)
   {
      vg->mRenderWidth  = frame_width;
      vg->mRenderHeight = frame_height;
      vg_calculate_quad(vg);
      matrix_3x3_quad_to_quad(
         vg->x1, vg->y1, vg->x2, vg->y1, vg->x2, vg->y2, vg->x1, vg->y2,
         /* needs to be flipped, Khronos loves their bottom-left origin */
         0, frame_height, frame_width, frame_height, frame_width, 0, 0, 0,
         &vg->mTransformMatrix);
      vgSeti(VG_MATRIX_MODE, VG_MATRIX_IMAGE_USER_TO_SURFACE);
      vgLoadMatrix(vg->mTransformMatrix.data);

      vg->should_resize = false;
   }

   vgSeti(VG_SCISSORING, VG_FALSE);
   vgClear(0, 0, width, height);
   vgSeti(VG_SCISSORING, VG_TRUE);

   rarch_perf_init(&vg_image, "vg_image");
   retro_perf_start(&vg_image);
   vg_copy_frame(vg, frame, frame_width, frame_height, pitch);
   retro_perf_stop(&vg_image);

   vgDrawImage(vg->mImage);

#if 0
   if (msg && vg->mFontsOn)
      vg_draw_message(vg, msg);
#endif

   gfx_ctx_update_window_title(vg);

   retro_perf_stop(&vg_fr);

   gfx_ctx_swap_buffers(vg);

   return true;
}
Exemplo n.º 3
0
static bool xdk_d3d_frame(void *data, const void *frame,
      unsigned width, unsigned height, unsigned pitch, const char *msg)
{
   if (!frame)
      return true;

   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
   bool menu_enabled = g_console.menu_enable;
   bool fps_enable = g_console.fps_info_enable;

   if (d3d->last_width != width || d3d->last_height != height) //240*160
   {

      D3DLOCKED_RECT d3dlr;

      d3d->lpTexture->LockRect(0, &d3dlr, NULL, 0);
      memset(d3dlr.pBits, 0, 512 * d3dlr.Pitch);
      d3d->lpTexture->UnlockRect(0);

      float tex_w = width;  // / 512.0f;
      float tex_h = height; // / 512.0f;

      DrawVerticeFormats verts[] = {
         { -1.0f, -1.0f, 1.0f, 0.0f,  tex_h },
         {  1.0f, -1.0f, 1.0f, tex_w, tex_h },
         { -1.0f,  1.0f, 1.0f, 0.0f,  0.0f },
         {  1.0f,  1.0f, 1.0f, tex_w, 0.0f },
      };

      // Align texels and vertices (D3D9 quirk).
      for (unsigned i = 0; i < 4; i++)
      {
         verts[i].x -= 0.5f / 512.0f;
         verts[i].y += 0.5f / 512.0f;
      }

      BYTE *verts_ptr;
      d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0);
      memcpy(verts_ptr, verts, sizeof(verts));
      d3d->vertex_buf->Unlock();

      d3d->last_width = width;
      d3d->last_height = height;
   }

   if (d3d->should_resize)
      xdk_d3d_set_viewport(false);

   d3d->frame_count++;

   d3d->d3d_render_device->SetTexture(0, d3d->lpTexture);

   D3DLOCKED_RECT d3dlr;

   d3d->lpTexture->LockRect(0, &d3dlr, NULL, 0);
   for (unsigned y = 0; y < height; y++)
   {
      const uint8_t *in = (const uint8_t*)frame + y * pitch;
      uint8_t *out = (uint8_t*)d3dlr.pBits + y * d3dlr.Pitch;
      memcpy(out, in, width * sizeof(uint16_t));
   }
   d3d->lpTexture->UnlockRect(0);


   d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MINFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
   d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MAGFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
   d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
   d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);

   D3DXMATRIX p_out;
   D3DXMatrixIdentity(&p_out);
   d3d->d3d_render_device->SetTransform(D3DTS_WORLD, &p_out);
   d3d->d3d_render_device->SetTransform(D3DTS_VIEW, &p_out);
   d3d->d3d_render_device->SetTransform(D3DTS_PROJECTION, &p_out);

   d3d->d3d_render_device->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
   d3d->d3d_render_device->SetStreamSource(0, d3d->vertex_buf, sizeof(DrawVerticeFormats));
   d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0);

   d3d->d3d_render_device->BeginScene();
   d3d->d3d_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
   d3d->d3d_render_device->EndScene();

   if(fps_enable)
   {
      static MEMORYSTATUS stat;
      GlobalMemoryStatus(&stat);
      d3d->d3d_render_device->GetBackBuffer(-1, D3DBACKBUFFER_TYPE_MONO, &d3d->pFrontBuffer);
      d3d->d3d_render_device->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &d3d->pBackBuffer);

      //Output memory usage

      char buf[128], buf2[128], buf_fps_last[128];
      bool ret = false;
      sprintf(buf, "%.2f MB free / %.2f MB total", stat.dwAvailPhys/(1024.0f*1024.0f), stat.dwTotalPhys/(1024.0f*1024.0f));
      rarch_convert_char_to_wchar(strw_buffer, buf, sizeof(strw_buffer));
      d3d->debug_font->TextOut(d3d->pFrontBuffer, strw_buffer, (unsigned)-1, font_x + 30, font_y + 50 );
      d3d->debug_font->TextOut(d3d->pBackBuffer, strw_buffer, (unsigned)-1, font_x + 30, font_y + 50 );

      if(ret = gfx_window_title(buf2, sizeof(buf2)) || sizeof(buf_fps_last))
      {
         if(ret)
	 {
            sprintf(buf_fps_last, buf2);
	    rarch_convert_char_to_wchar(strw_buffer, buf2, sizeof(strw_buffer));
	 }
         else if(buf_fps_last)
            rarch_convert_char_to_wchar(strw_buffer, buf_fps_last, sizeof(strw_buffer));

	 d3d->debug_font->TextOut(d3d->pFrontBuffer, strw_buffer, (unsigned)-1, font_x + 30, font_y + 70 );
	 d3d->debug_font->TextOut(d3d->pBackBuffer, strw_buffer, (unsigned)-1, font_x + 30, font_y + 70 );
	 d3d->pFrontBuffer->Release();
	 d3d->pBackBuffer->Release();
      }
   }

   if(!d3d->block_swap)
      gfx_ctx_swap_buffers();

   return true;
}
Exemplo n.º 4
0
static bool xdk_d3d_frame(void *data, const void *frame,
      unsigned width, unsigned height, unsigned pitch, const char *msg)
{
   if (!frame)
      return true;

   xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
#ifdef HAVE_FBO
   D3DSurface* pRenderTarget0;
#endif
   bool menu_enabled = g_console.menu_enable;

   if (d3d->last_width != width || d3d->last_height != height)
   {
      D3DLOCKED_RECT d3dlr;

      d3d->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);
      memset(d3dlr.pBits, 0, 512 * d3dlr.Pitch);
      d3d->lpTexture->UnlockRect(0);

      float tex_w = width / 512.0f;
      float tex_h = height / 512.0f;

      DrawVerticeFormats verts[] = {
         { -1.0f, -1.0f, 0.0f,  tex_h },
         {  1.0f, -1.0f, tex_w, tex_h },
         { -1.0f,  1.0f, 0.0f,  0.0f },
         {  1.0f,  1.0f, tex_w, 0.0f },
      };

      // Align texels and vertices (D3D9 quirk).
      for (unsigned i = 0; i < 4; i++)
      {
         verts[i].x -= 0.5f / 512.0f;
         verts[i].y += 0.5f / 512.0f;
      }

      void *verts_ptr;
      d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0);
      memcpy(verts_ptr, verts, sizeof(verts));
      d3d->vertex_buf->Unlock();

      d3d->last_width = width;
      d3d->last_height = height;
   }

#ifdef HAVE_FBO
   if (d3d->fbo_enabled)
   {
      d3d->d3d_render_device->GetRenderTarget(0, &pRenderTarget0);
      d3d->d3d_render_device->SetRenderTarget(0, d3d->lpSurface);
   }
#endif

   if (d3d->should_resize)
      xdk_d3d_set_viewport(false);

   d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET,
         0xff000000, 1.0f, 0);
   d3d->frame_count++;

   d3d->d3d_render_device->SetTexture(0, d3d->lpTexture);

#ifdef HAVE_HLSL
   hlsl_use(1);
#endif

#ifdef HAVE_FBO
   if(d3d->fbo_enabled)
   {
#ifdef HAVE_HLSL
      hlsl_set_params(width, height, 512, 512, g_settings.video.fbo_scale_x * width,
            g_settings.video.fbo_scale_y * height, d3d->frame_count);
#endif
      D3DVIEWPORT vp = {0};
      vp.Width  = g_settings.video.fbo_scale_x * width;
      vp.Height = g_settings.video.fbo_scale_y * height;
      vp.X      = 0;
      vp.Y      = 0;
      vp.MinZ   = 0.0f;
      vp.MaxZ   = 1.0f;
      d3d->d3d_render_device->SetViewport(&vp);
   }
   else
#endif
   {
#ifdef HAVE_HLSL
      hlsl_set_params(width, height, 512, 512, d3d->d3dpp.BackBufferWidth,
            d3d->d3dpp.BackBufferHeight, d3d->frame_count);
#endif
   }

   D3DLOCKED_RECT d3dlr;
   d3d->lpTexture->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);
   for (unsigned y = 0; y < height; y++)
   {
      const uint8_t *in = (const uint8_t*)frame + y * pitch;
      uint8_t *out = (uint8_t*)d3dlr.pBits + y * d3dlr.Pitch;
      memcpy(out, in, width * sizeof(uint16_t));
   }
   d3d->lpTexture->UnlockRect(0);

   d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MINFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
   d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MAGFILTER, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
   d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
   d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);

   d3d->d3d_render_device->SetVertexDeclaration(d3d->v_decl);
   d3d->d3d_render_device->SetStreamSource(0, d3d->vertex_buf,
	   0,
	   sizeof(DrawVerticeFormats));

   d3d->d3d_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

#ifdef HAVE_FBO
   if(d3d->fbo_enabled)
   {
      d3d->d3d_render_device->Resolve(D3DRESOLVE_RENDERTARGET0, NULL, d3d->lpTexture_ot,
         NULL, 0, 0, NULL, 0, 0, NULL);

      d3d->d3d_render_device->SetRenderTarget(0, pRenderTarget0);
      pRenderTarget0->Release();
      d3d->d3d_render_device->SetTexture(0, &d3d->lpTexture_ot_as16srgb);

#ifdef HAVE_HLSL
      hlsl_use(2);
      hlsl_set_params(g_settings.video.fbo_scale_x * width, g_settings.video.fbo_scale_y * height, g_settings.video.fbo_scale_x * 512, g_settings.video.fbo_scale_y * 512, d3d->d3dpp.BackBufferWidth,
            d3d->d3dpp.BackBufferHeight, d3d->frame_count);
#endif
      xdk_d3d_set_viewport(false);

      d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MINFILTER, g_settings.video.second_pass_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
      d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_MAGFILTER, g_settings.video.second_pass_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
      d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
      d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
      d3d->d3d_render_device->SetVertexDeclaration(d3d->v_decl);
      d3d->d3d_render_device->SetStreamSource(0, d3d->vertex_buf,
		  0,
		  sizeof(DrawVerticeFormats));
      d3d->d3d_render_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
   }
#endif

   /* XBox 360 specific font code */
   if (msg && !menu_enabled)
   {
      if(IS_TIMER_EXPIRED(d3d))
      {
         xdk360_console_format(msg);
         SET_TIMER_EXPIRATION(d3d, 30);
      }

      xdk360_console_draw();
   }

   if(!d3d->block_swap)
      gfx_ctx_swap_buffers();

   return true;
}
Exemplo n.º 5
0
static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
{
   gl_t *gl = (gl_t*)data;

   gl_shader_use(1);
   gl->frame_count++;

   glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);

#ifdef HAVE_FBO
   // Render to texture in first pass.
   if (gl->fbo_inited)
   {
      // Recompute FBO geometry.
      // When width/height changes or window sizes change, we have to recalcuate geometry of our FBO.
      gl_compute_fbo_geometry(gl, width, height, gl->vp_out_width, gl->vp_out_height);
      gl_start_frame_fbo(gl);
   }
#endif

   if (gl->should_resize)
   {
      gl->should_resize = false;
      gfx_ctx_set_resize(gl->win_width, gl->win_height);

      // On resize, we might have to recreate our FBOs due to "Viewport" scale, and set a new viewport.
      gl_update_resize(gl);
   }

   if (frame) // Can be NULL for frame dupe / NULL render.
   {
      gl_update_input_size(gl, width, height, pitch);
      gl_copy_frame(gl, frame, width, height, pitch);
   }

   struct gl_tex_info tex_info = {0};
   tex_info.tex           = gl->texture[gl->tex_index];
   tex_info.input_size[0] = width;
   tex_info.input_size[1] = height;
   tex_info.tex_size[0]   = gl->tex_w;
   tex_info.tex_size[1]   = gl->tex_h;

   memcpy(tex_info.coord, gl->tex_coords, sizeof(gl->tex_coords));

   glClear(GL_COLOR_BUFFER_BIT);
   gl_shader_set_params(width, height,
         gl->tex_w, gl->tex_h,
         gl->vp_width, gl->vp_height,
         gl->frame_count, 
         &tex_info, gl->prev_info, NULL, 0);

   glDrawArrays(GL_QUADS, 0, 4);

#ifdef HAVE_FBO
   if (gl->fbo_inited)
      gl_frame_fbo(gl, &tex_info);
#endif

   gl_next_texture_index(gl, &tex_info);

   if (msg)
   {
      gl_render_msg(gl, msg);
      gl_render_msg_post(gl);
   }

#ifndef RARCH_CONSOLE
   gfx_ctx_update_window_title(false);
#endif

#ifdef RARCH_CONSOLE
   if (!gl->block_swap)
#endif
      gfx_ctx_swap_buffers();

#ifdef HAVE_CG_MENU
   if (gl->menu_render)
      gl_render_menu(gl);
#endif

   return true;
}
Exemplo n.º 6
0
void menu_loop(void)
{
   HRESULT hr;
   xdk360_video_t *d3d9 = (xdk360_video_t*)driver.video_data;

   g_console.menu_enable = true;

   d3d9->block_swap = true;

   g_console.input_loop = INPUT_LOOP_MENU;

   do
   {
      if(g_console.emulator_initialized)
	  {
         rarch_render_cached_frame();
	  }
	  else
	  {
         d3d9->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, 0);
         d3d9->frame_count++;
	  }

      XINPUT_STATE state;
      XInputGetState(0, &state);

      g_console.menu_enable = !((state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) 
      && (state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) && (g_console.emulator_initialized)
      && IS_TIMER_EXPIRED(d3d9));

      g_console.mode_switch = g_console.menu_enable ? MODE_MENU : MODE_EMULATION;

      switch(g_console.input_loop)
      {
         case INPUT_LOOP_MENU:
            app.RunFrame();			/* Update XUI */
            if(state.Gamepad.wButtons & XINPUT_GAMEPAD_B && hCur != app.hMainScene)
               XuiSceneNavigateBack(hCur, app.hMainScene, XUSER_INDEX_ANY);
            break;
         case INPUT_LOOP_RESIZE_MODE:
            ingame_menu_resize();
            break;
         default:
            break;
      }

      hr = app.Render();		/* Render XUI */
      hr = XuiTimersRun();	/* Update XUI timers */

      if(g_console.mode_switch == MODE_EMULATION && !g_console.frame_advance_enable)
      {
         SET_TIMER_EXPIRATION(d3d9, 30);
      }

      const char *message = msg_queue_pull(g_extern.msg_queue);

      if (message)
      {
         if(IS_TIMER_EXPIRED(d3d9))
         {
            xdk360_console_format(message);
            SET_TIMER_EXPIRATION(d3d9, 30);
         }
         xdk360_console_draw();
      }

      gfx_ctx_swap_buffers();
   }while(g_console.menu_enable);

   d3d9->block_swap = false;

   g_console.ingame_menu_enable = false;
}