示例#1
0
static bool xdk_renderchain_render(void *data, const void *frame,
      unsigned width, unsigned height, unsigned pitch, unsigned rotation)
{
   unsigned i;
   d3d_video_t      *d3d    = (d3d_video_t*)data;
   LPDIRECT3DDEVICE d3dr    = (LPDIRECT3DDEVICE)d3d->dev;
   settings_t *settings     = config_get_ptr();
   global_t   *global       = global_get_ptr();
   xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data;

   renderchain_blit_to_texture(chain, frame, width, height, pitch);
   renderchain_set_vertices(d3d, 1, width, height);

   d3d_set_texture(d3dr, 0, chain->tex);
   d3d_set_viewport(chain->dev, &d3d->final_viewport);
   d3d_set_sampler_minfilter(d3dr, 0, settings->video.smooth ?
         D3DTEXF_LINEAR : D3DTEXF_POINT);
   d3d_set_sampler_magfilter(d3dr, 0, settings->video.smooth ?
         D3DTEXF_LINEAR : D3DTEXF_POINT);

   d3d_set_vertex_declaration(d3dr, chain->vertex_decl);
   for (i = 0; i < 4; i++)
      d3d_set_stream_source(d3dr, i, chain->vertex_buf, 0, sizeof(Vertex));

   d3d_draw_primitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2);
   renderchain_set_mvp(d3d, global->video_data.width,
	   global->video_data.height, d3d->dev_rotation);

   return true;
}
static bool xdk_renderchain_render(void *data, const void *frame,
      unsigned frame_width, unsigned frame_height,
      unsigned pitch, unsigned rotation)
{
   unsigned i;
   unsigned width, height;
   uint64_t *frame_count    = NULL;
   d3d_video_t      *d3d    = (d3d_video_t*)data;
   LPDIRECT3DDEVICE d3dr    = (LPDIRECT3DDEVICE)d3d->dev;
   settings_t *settings     = config_get_ptr();
   xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data;

   video_driver_ctl(RARCH_DISPLAY_CTL_GET_FRAME_COUNT, &frame_count);

   video_driver_get_size(&width, &height);

   renderchain_blit_to_texture(chain, frame, frame_width, frame_height, pitch);
   renderchain_set_vertices(d3d, 1, frame_width, frame_height, *frame_count);

   d3d_set_texture(d3dr, 0, chain->tex);
   d3d_set_viewports(chain->dev, &d3d->final_viewport);
   d3d_set_sampler_minfilter(d3dr, 0, settings->video.smooth ?
         D3DTEXF_LINEAR : D3DTEXF_POINT);
   d3d_set_sampler_magfilter(d3dr, 0, settings->video.smooth ?
         D3DTEXF_LINEAR : D3DTEXF_POINT);

   d3d_set_vertex_declaration(d3dr, chain->vertex_decl);
   for (i = 0; i < 4; i++)
      d3d_set_stream_source(d3dr, i, chain->vertex_buf, 0, sizeof(Vertex));

   d3d_draw_primitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2);
   renderchain_set_mvp(d3d, width, height, d3d->dev_rotation);

   return true;
}
static bool cg_d3d9_renderchain_render(
      void *data,
      const void *frame_data,
      unsigned width, unsigned height,
      unsigned pitch, unsigned rotation)
{
   Pass *last_pass;
   LPDIRECT3DDEVICE d3dr;
   LPDIRECT3DSURFACE back_buffer, target;
   unsigned i, current_width, current_height, out_width = 0, out_height = 0;
   d3d_video_t *d3d        = (d3d_video_t*)data;
   cg_renderchain_t *chain = d3d ? (cg_renderchain_t*)d3d->renderchain_data : NULL;

   if (chain)
      d3dr   = (LPDIRECT3DDEVICE)chain->dev;

   renderchain_start_render(chain);

   current_width         = width;
   current_height        = height;
   cg_d3d9_renderchain_convert_geometry(chain, &chain->passes[0].info,
         &out_width, &out_height,
         current_width, current_height, chain->final_viewport);

   renderchain_blit_to_texture(chain, frame_data, width, height, pitch);

   /* Grab back buffer. */
   d3dr->GetRenderTarget(0, &back_buffer);

   /* In-between render target passes. */
   for (i = 0; i < chain->passes.size() - 1; i++)
   {
      D3DVIEWPORT viewport = {0};
      Pass *from_pass = (Pass*)&chain->passes[i];
      Pass *to_pass   = (Pass*)&chain->passes[i + 1];

      to_pass->tex->GetSurfaceLevel(0, &target);
      d3dr->SetRenderTarget(0, target);

      cg_d3d9_renderchain_convert_geometry(chain, &from_pass->info,
            &out_width, &out_height,
            current_width, current_height, chain->final_viewport);

      /* Clear out whole FBO. */
      viewport.Width  = to_pass->info.tex_w;
      viewport.Height = to_pass->info.tex_h;
      viewport.MinZ   = 0.0f;
      viewport.MaxZ   = 1.0f;

      d3d_set_viewports(d3dr, &viewport);
      d3d_clear(d3dr, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
      
      viewport.Width  = out_width;
      viewport.Height = out_height;
      renderchain_set_viewport(chain, &viewport);

      renderchain_set_vertices(chain, from_pass,
            current_width, current_height,
            out_width, out_height,
            out_width, out_height, 0);

      renderchain_render_pass(chain, from_pass, i + 1);

      current_width = out_width;
      current_height = out_height;
      target->Release();
   }

   /* Final pass */
   d3dr->SetRenderTarget(0, back_buffer);

   last_pass = (Pass*)&chain->passes.back();

   cg_d3d9_renderchain_convert_geometry(chain, &last_pass->info,
         &out_width, &out_height,
         current_width, current_height, chain->final_viewport);
   renderchain_set_viewport(chain, chain->final_viewport);
   renderchain_set_vertices(chain, last_pass,
            current_width, current_height,
            out_width, out_height,
            chain->final_viewport->Width, chain->final_viewport->Height,
            rotation);
   renderchain_render_pass(chain, last_pass, chain->passes.size());

   chain->frame_count++;

   back_buffer->Release();

   renderchain_end_render(chain);
   renderchain_set_shaders(chain->fStock, chain->vStock);
   renderchain_set_mvp(chain, chain->vStock, chain->final_viewport->Width,
         chain->final_viewport->Height, 0);

   return true;
}
static void renderchain_set_vertices(
      cg_renderchain_t *chain,
      Pass *pass,
      unsigned width, unsigned height,
      unsigned out_width, unsigned out_height,
      unsigned vp_width, unsigned vp_height,
      unsigned rotation)
{
   const LinkInfo *info = (const LinkInfo*)&pass->info;

   if (pass->last_width != width || pass->last_height != height)
   {
      Vertex vert[4];
      unsigned i;
      void *verts       = NULL;
      float _u          = float(width)  / info->tex_w;
      float _v          = float(height) / info->tex_h;

      pass->last_width  = width;
      pass->last_height = height;

      for (i = 0; i < 4; i++)
      {
         vert[i].z      = 0.5f;
         vert[i].r      = vert[i].g = vert[i].b = vert[i].a = 1.0f;
      }

      vert[0].x         = 0.0f;
      vert[1].x         = out_width;
      vert[2].x         = 0.0f;
      vert[3].x         = out_width;
      vert[0].y         = out_height;
      vert[1].y         = out_height;
      vert[2].y         = 0.0f;
      vert[3].y         = 0.0f;

      vert[0].u         = 0.0f;
      vert[1].u         = _u;
      vert[2].u         = 0.0f;
      vert[3].u         = _u;
      vert[0].v         = 0.0f;
      vert[1].v         = 0.0f;
      vert[2].v         = _v;
      vert[3].v         = _v;

      vert[0].lut_u     = 0.0f;
      vert[1].lut_u     = 1.0f;
      vert[2].lut_u     = 0.0f;
      vert[3].lut_u     = 1.0f;
      vert[0].lut_v     = 0.0f;
      vert[1].lut_v     = 0.0f;
      vert[2].lut_v     = 1.0f;
      vert[3].lut_v     = 1.0f;

      /* Align texels and vertices. */
      for (i = 0; i < 4; i++)
      {
         vert[i].x     -= 0.5f;
         vert[i].y     += 0.5f;
      }

      verts             = d3d_vertex_buffer_lock(pass->vertex_buf);
      memcpy(verts, vert, sizeof(vert));
      d3d_vertex_buffer_unlock(pass->vertex_buf);
   }

   renderchain_set_mvp(chain, pass->vPrg, vp_width, vp_height, rotation);
   renderchain_set_shader_params(chain, pass,
         width, height,
         info->tex_w, info->tex_h,
         vp_width, vp_height);
}
示例#5
0
static void renderchain_set_vertices(void *data, unsigned pass,
      unsigned width, unsigned height)
{
   d3d_video_t *d3d         = (d3d_video_t*)data;
   runloop_t *runloop       = rarch_main_get_ptr();
   global_t *global         = global_get_ptr();
   xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data;

   if (chain->last_width != width || chain->last_height != height)
   {
      unsigned i;
      Vertex vert[4];
      void *verts      = NULL;

      chain->last_width  = width;
      chain->last_height = height;

      float tex_w      = width;
      float tex_h      = height;
#ifdef _XBOX360
      tex_w           /= ((float)chain->tex_w);
      tex_h           /= ((float)chain->tex_h);
#endif

      vert[0].x        = -1.0f;
      vert[1].x        =  1.0f;
      vert[2].x        = -1.0f;
      vert[3].x        =  1.0f;

      vert[0].y        = -1.0f;
      vert[1].y        = -1.0f;
      vert[2].y        =  1.0f;
      vert[3].y        =  1.0f;
#if defined(_XBOX1)
      vert[0].z        =  1.0f;
      vert[1].z        =  1.0f;
      vert[2].z        =  1.0f;
      vert[3].z        =  1.0f;

      vert[0].rhw      = 0.0f;
      vert[1].rhw      = tex_w;
      vert[2].rhw      = 0.0f;
      vert[3].rhw      = tex_w;

      vert[0].u        = tex_h;
      vert[1].u        = tex_h;
      vert[2].u        = 0.0f;
      vert[3].u        = 0.0f;

      vert[0].v        = 0.0f;
      vert[1].v        = 0.0f;
      vert[2].v        = 0.0f;
      vert[3].v        = 0.0f;
#elif defined(_XBOX360)
      vert[0].u        = 0.0f;
      vert[1].u        = tex_w;
      vert[2].u        = 0.0f;
      vert[3].u        = tex_w;

      vert[0].v        = tex_h;
      vert[1].v        = tex_h;
      vert[2].v        = 0.0f;
      vert[3].v        = 0.0f;
#endif

      /* Align texels and vertices. */
      for (i = 0; i < 4; i++)
      {
         vert[i].x    -= 0.5f / ((float)chain->tex_w);
         vert[i].y    += 0.5f / ((float)chain->tex_h);
      }

      verts = d3d_vertex_buffer_lock(chain->vertex_buf);
      memcpy(verts, vert, sizeof(vert));
      d3d_vertex_buffer_unlock(chain->vertex_buf);
   }

#if defined(HAVE_CG) || defined(HAVE_GLSL) || defined(HAVE_HLSL)
#ifdef _XBOX
   if (d3d->shader)
   {
      renderchain_set_mvp(d3d, global->video_data.width, global->video_data.height, d3d->dev_rotation);
      if (d3d->shader->use)
         d3d->shader->use(d3d, pass);
      if (d3d->shader->set_params)
         d3d->shader->set_params(d3d, width, height, chain->tex_w,
               chain->tex_h, global->video_data.width,
               global->video_data.height, runloop->frames.video.count,
               NULL, NULL, NULL, 0);
   }
#endif
#endif
}
static void renderchain_set_vertices(void *data, unsigned pass,
      unsigned vert_width, unsigned vert_height, uint64_t frame_count)
{
   unsigned width, height;
   d3d_video_t *d3d         = (d3d_video_t*)data;
   xdk_renderchain_t *chain = d3d ? (xdk_renderchain_t*)d3d->renderchain_data : NULL;

   video_driver_get_size(&width, &height);

   if (!chain)
      return;

   if (chain->last_width != vert_width || chain->last_height != vert_height)
   {
      unsigned i;
      Vertex vert[4];
      void *verts      = NULL;

      chain->last_width  = vert_width;
      chain->last_height = vert_height;

      float tex_w        = vert_width;
      float tex_h        = vert_height;
#ifdef _XBOX360
      tex_w             /= ((float)chain->tex_w);
      tex_h             /= ((float)chain->tex_h);
#endif

      vert[0].x        = -1.0f;
      vert[1].x        =  1.0f;
      vert[2].x        = -1.0f;
      vert[3].x        =  1.0f;

      vert[0].y        = -1.0f;
      vert[1].y        = -1.0f;
      vert[2].y        =  1.0f;
      vert[3].y        =  1.0f;
#if defined(_XBOX1)
      vert[0].z        =  1.0f;
      vert[1].z        =  1.0f;
      vert[2].z        =  1.0f;
      vert[3].z        =  1.0f;

      vert[0].rhw      = 0.0f;
      vert[1].rhw      = tex_w;
      vert[2].rhw      = 0.0f;
      vert[3].rhw      = tex_w;

      vert[0].u        = tex_h;
      vert[1].u        = tex_h;
      vert[2].u        = 0.0f;
      vert[3].u        = 0.0f;

      vert[0].v        = 0.0f;
      vert[1].v        = 0.0f;
      vert[2].v        = 0.0f;
      vert[3].v        = 0.0f;
#elif defined(_XBOX360)
      vert[0].u        = 0.0f;
      vert[1].u        = tex_w;
      vert[2].u        = 0.0f;
      vert[3].u        = tex_w;

      vert[0].v        = tex_h;
      vert[1].v        = tex_h;
      vert[2].v        = 0.0f;
      vert[3].v        = 0.0f;
#endif

      /* Align texels and vertices. */
      for (i = 0; i < 4; i++)
      {
         vert[i].x    -= 0.5f / ((float)chain->tex_w);
         vert[i].y    += 0.5f / ((float)chain->tex_h);
      }

      verts = d3d_vertex_buffer_lock(chain->vertex_buf);
      memcpy(verts, vert, sizeof(vert));
      d3d_vertex_buffer_unlock(chain->vertex_buf);
   }

#if defined(HAVE_CG) || defined(HAVE_GLSL) || defined(HAVE_HLSL)
#ifdef _XBOX
   renderchain_set_mvp(d3d, width, height, d3d->dev_rotation);
   video_shader_driver_use(d3d, pass);
   video_shader_driver_set_params(
         d3d, vert_width, vert_height, chain->tex_w,
         chain->tex_h, width, height, frame_count,
         NULL, NULL, NULL, NULL, 0);
#endif
#endif
}
示例#7
0
void renderchain_set_vertices(void *data, Pass &pass,
      unsigned width, unsigned height,
      unsigned out_width, unsigned out_height,
      unsigned vp_width, unsigned vp_height,
      unsigned rotation)
{
   renderchain_t *chain = (renderchain_t*)data;
   const LinkInfo &info = pass.info;

   if (pass.last_width != width || pass.last_height != height)
   {
      pass.last_width = width;
      pass.last_height = height;

      float _u = static_cast<float>(width) / info.tex_w;
      float _v = static_cast<float>(height) / info.tex_h;
      Vertex vert[4];
      for (unsigned i = 0; i < 4; i++)
      {
         vert[i].z = 0.5f;
         vert[i].r = vert[i].g = vert[i].b = vert[i].a = 1.0f;
      }

      vert[0].x = 0.0f;
      vert[1].x = out_width;
      vert[2].x = 0.0f;
      vert[3].x = out_width;
      vert[0].y = out_height;
      vert[1].y = out_height;
      vert[2].y = 0.0f;
      vert[3].y = 0.0f;

      vert[0].u = 0.0f;
      vert[1].u = _u;
      vert[2].u = 0.0f;
      vert[3].u = _u;
      vert[0].v = 0.0f;
      vert[1].v = 0.0f;
      vert[2].v = _v;
      vert[3].v = _v;

      vert[0].lut_u = 0.0f;
      vert[1].lut_u = 1.0f;
      vert[2].lut_u = 0.0f;
      vert[3].lut_u = 1.0f;
      vert[0].lut_v = 0.0f;
      vert[1].lut_v = 0.0f;
      vert[2].lut_v = 1.0f;
      vert[3].lut_v = 1.0f;

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

      void *verts;
      pass.vertex_buf->Lock(0, sizeof(vert), &verts, 0);
      memcpy(verts, vert, sizeof(vert));
      pass.vertex_buf->Unlock();
   }

   renderchain_set_mvp(chain, pass.vPrg, vp_width, vp_height, rotation);
   renderchain_set_shader_params(chain, pass,
         width, height,
         info.tex_w, info.tex_h,
         vp_width, vp_height);
}
示例#8
0
bool renderchain_render(void *chain_data, const void *data,
      unsigned width, unsigned height, unsigned pitch, unsigned rotation)
{
   renderchain_t *chain = (renderchain_t*)chain_data;
   LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
   renderchain_start_render(chain);

   unsigned current_width = width;
   unsigned current_height = height;
   unsigned out_width = 0;
   unsigned out_height = 0;
   renderchain_convert_geometry(chain, &chain->passes[0].info, out_width, out_height,
         current_width, current_height, chain->final_viewport);
#ifdef _XBOX1
   d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index);
   d3dr->SetSoftDisplayFilter(g_extern.lifecycle_state & (1ULL << MODE_VIDEO_SOFT_FILTER_ENABLE));
#endif
   renderchain_blit_to_texture(chain, data, width, height, pitch);

   // Grab back buffer.
   LPDIRECT3DSURFACE back_buffer;
   d3dr->GetRenderTarget(0, &back_buffer);

   // In-between render target passes.
   for (unsigned i = 0; i < chain->passes.size() - 1; i++)
   {
      Pass &from_pass = chain->passes[i];
      Pass &to_pass   = chain->passes[i + 1];

      LPDIRECT3DSURFACE target;
      to_pass.tex->GetSurfaceLevel(0, &target);
      d3dr->SetRenderTarget(0, target);

      renderchain_convert_geometry(chain, &from_pass.info,
            out_width, out_height,
            current_width, current_height, chain->final_viewport);

      // Clear out whole FBO.
      D3DVIEWPORT viewport = {0};
      viewport.Width = to_pass.info.tex_w;
      viewport.Height = to_pass.info.tex_h;
      viewport.MinZ = 0.0f;
      viewport.MaxZ = 1.0f;
      d3dr->SetViewport(&viewport);
      d3dr->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0);
      
      viewport.Width = out_width;
      viewport.Height = out_height;
      renderchain_set_viewport(chain, &viewport);

      renderchain_set_vertices(chain, from_pass,
            current_width, current_height,
            out_width, out_height,
            out_width, out_height, 0);

      renderchain_render_pass(chain, from_pass, i + 1);

      current_width = out_width;
      current_height = out_height;
      target->Release();
   }

   // Final pass
   d3dr->SetRenderTarget(0, back_buffer);
   Pass &last_pass = chain->passes.back();

   renderchain_convert_geometry(chain, &last_pass.info,
         out_width, out_height,
         current_width, current_height, chain->final_viewport);
   renderchain_set_viewport(chain, chain->final_viewport);
   renderchain_set_vertices(chain, last_pass,
            current_width, current_height,
            out_width, out_height,
            chain->final_viewport->Width, chain->final_viewport->Height,
            rotation);
   renderchain_render_pass(chain, last_pass, chain->passes.size());

   chain->frame_count++;

   back_buffer->Release();

   renderchain_end_render(chain);
   renderchain_set_shaders(chain, chain->fStock, chain->vStock);
   renderchain_set_mvp(chain, chain->vStock, chain->final_viewport->Width, chain->final_viewport->Height, 0);
   return true;
}
示例#9
0
static void renderchain_set_vertices(
      cg_renderchain_t *chain,
      Pass *pass,
      unsigned width, unsigned height,
      unsigned out_width, unsigned out_height,
      unsigned vp_width, unsigned vp_height,
      unsigned rotation)
{
   const LinkInfo *info = (const LinkInfo*)&pass->info;

   if (pass->last_width != width || pass->last_height != height)
   {
      Vertex vert[4];
      unsigned i;
      void *verts       = NULL;
      float _u          = float(width)  / info->tex_w;
      float _v          = float(height) / info->tex_h;

      pass->last_width  = width;
      pass->last_height = height;

      vert[0].x         = 0.0f;
      vert[0].y         = out_height;
      vert[0].z         = 0.5f;
      vert[0].u         = 0.0f;
      vert[0].v         = 0.0f;
      vert[0].lut_u     = 0.0f;
      vert[0].lut_v     = 0.0f;
      vert[0].r         = 1.0f;
      vert[0].g         = 1.0f;
      vert[0].b         = 1.0f;
      vert[0].a         = 1.0f;

      vert[1].x         = out_width;
      vert[1].y         = out_height;
      vert[1].z         = 0.5f;
      vert[1].u         = _u;
      vert[1].v         = 0.0f;
      vert[1].lut_u     = 1.0f;
      vert[1].lut_v     = 0.0f;
      vert[1].r         = 1.0f;
      vert[1].g         = 1.0f;
      vert[1].b         = 1.0f;
      vert[1].a         = 1.0f;

      vert[2].x         = 0.0f;
      vert[2].y         = 0.0f;
      vert[2].z         = 0.5f;
      vert[2].u         = 0.0f;
      vert[2].v         = _v;
      vert[2].lut_u     = 0.0f;
      vert[2].lut_v     = 1.0f;
      vert[2].r         = 1.0f;
      vert[2].g         = 1.0f;
      vert[2].b         = 1.0f;
      vert[2].a         = 1.0f;

      vert[3].x         = out_width;
      vert[3].y         = 0.0f;
      vert[3].z         = 0.5f;
      vert[3].u         = _u;
      vert[3].v         = _v;
      vert[3].lut_u     = 1.0f;
      vert[3].lut_v     = 1.0f;
      vert[3].r         = 1.0f;
      vert[3].g         = 1.0f;
      vert[3].b         = 1.0f;
      vert[3].a         = 1.0f;

      /* Align texels and vertices. 
       *
       * Fixes infamous 'half-texel offset' issue of D3D9
       *	http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx.
       */
      for (i = 0; i < 4; i++)
      {
         vert[i].x     -= 0.5f;
         vert[i].y     += 0.5f;
      }

      verts             = d3d_vertex_buffer_lock(pass->vertex_buf);
      memcpy(verts, vert, sizeof(vert));
      d3d_vertex_buffer_unlock(pass->vertex_buf);
   }

   renderchain_set_mvp(chain, pass->vPrg, vp_width, vp_height, rotation);
   renderchain_set_shader_params(chain, pass,
         width, height,
         info->tex_w, info->tex_h,
         vp_width, vp_height);
}
示例#10
0
static void renderchain_set_vertices(void *data, unsigned pass,
      unsigned vert_width, unsigned vert_height, uint64_t frame_count)
{
#if defined(HAVE_CG) || defined(HAVE_GLSL) || defined(HAVE_HLSL)
#ifdef _XBOX
   video_shader_ctx_params_t params;
   video_shader_ctx_info_t shader_info;
#endif
#endif
   unsigned width, height;
   d3d_video_t *d3d         = (d3d_video_t*)data;
   xdk_renderchain_t *chain = d3d ? (xdk_renderchain_t*)d3d->renderchain_data : NULL;

   video_driver_get_size(&width, &height);

   if (!chain)
      return;

   if (chain->last_width != vert_width || chain->last_height != vert_height)
   {
      unsigned i;
      Vertex vert[4];
      void *verts      = NULL;

      chain->last_width  = vert_width;
      chain->last_height = vert_height;

      float tex_w        = vert_width;
      float tex_h        = vert_height;
#ifdef _XBOX360
      tex_w             /= ((float)chain->tex_w);
      tex_h             /= ((float)chain->tex_h);
#endif

      vert[0].x        = -1.0f;
      vert[1].x        =  1.0f;
      vert[2].x        = -1.0f;
      vert[3].x        =  1.0f;

      vert[0].y        = -1.0f;
      vert[1].y        = -1.0f;
      vert[2].y        =  1.0f;
      vert[3].y        =  1.0f;
#if defined(_XBOX1)
      vert[0].z        =  1.0f;
      vert[1].z        =  1.0f;
      vert[2].z        =  1.0f;
      vert[3].z        =  1.0f;

      vert[0].rhw      = 0.0f;
      vert[1].rhw      = tex_w;
      vert[2].rhw      = 0.0f;
      vert[3].rhw      = tex_w;

      vert[0].u        = tex_h;
      vert[1].u        = tex_h;
      vert[2].u        = 0.0f;
      vert[3].u        = 0.0f;

      vert[0].v        = 0.0f;
      vert[1].v        = 0.0f;
      vert[2].v        = 0.0f;
      vert[3].v        = 0.0f;
#elif defined(_XBOX360)
      vert[0].u        = 0.0f;
      vert[1].u        = tex_w;
      vert[2].u        = 0.0f;
      vert[3].u        = tex_w;

      vert[0].v        = tex_h;
      vert[1].v        = tex_h;
      vert[2].v        = 0.0f;
      vert[3].v        = 0.0f;
#endif

      /* Align texels and vertices. */
      for (i = 0; i < 4; i++)
      {
         vert[i].x    -= 0.5f / ((float)chain->tex_w);
         vert[i].y    += 0.5f / ((float)chain->tex_h);
      }

      verts = d3d_vertex_buffer_lock(chain->vertex_buf);
      memcpy(verts, vert, sizeof(vert));
      d3d_vertex_buffer_unlock(chain->vertex_buf);
   }

#if defined(HAVE_CG) || defined(HAVE_GLSL) || defined(HAVE_HLSL)
#ifdef _XBOX
   renderchain_set_mvp(d3d, width, height, d3d->dev_rotation);

   shader_info.data = d3d;
   shader_info.idx  = pass;
   shader_info.set_active = true;

   video_shader_driver_use(shader_info);

   params.data          = d3d;
   params.width         = vert_width;
   params.height        = vert_height;
   params.tex_width     = chain->tex_w;
   params.tex_height    = chain->tex_h;
   params.out_width     = width;
   params.out_height    = height;
   params.frame_counter = (unsigned int)frame_count;
   params.info          = NULL;
   params.prev_info     = NULL;
   params.feedback_info = NULL;
   params.fbo_info      = NULL;
   params.fbo_info_cnt  = 0;

   video_shader_driver_set_parameters(params);
#endif
#endif
}