diff --git a/xbox1/xdk_d3d8.cpp b/xbox1/xdk_d3d8.cpp index fce5bb33e4..7aa5448738 100644 --- a/xbox1/xdk_d3d8.cpp +++ b/xbox1/xdk_d3d8.cpp @@ -67,26 +67,16 @@ static void xdk_d3d_set_viewport(bool force_full) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; - d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, - 0xff000000, 1.0f, 0); + d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); // Get the "video mode" d3d->video_mode = XGetVideoFlags(); - // Make sure we are actually able to using component cables - // FIXME: Note that we will also use 640x480 if the user has selected 1080i as HDTV resolution + // Set the viewport based on the current resolution int width, height; - if(XGetAVPack() == XC_AV_PACK_HDTV) - { - width = d3d->video_mode & XC_VIDEO_FLAGS_HDTV_720p ? 1280 : 640; - height = d3d->video_mode & XC_VIDEO_FLAGS_HDTV_720p ? 720 : 480; - } - else - { - width = 640; - height = 480; - } + width = d3d->d3dpp.BackBufferWidth; + height = d3d->d3dpp.BackBufferHeight; int m_viewport_x_temp, m_viewport_y_temp, m_viewport_width_temp, m_viewport_height_temp; float m_zNear, m_zFar; @@ -198,55 +188,59 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu // Get the "video mode" d3d->video_mode = XGetVideoFlags(); - // Set default (safe) values - d3d->d3dpp.BackBufferWidth = 640; - d3d->d3dpp.BackBufferHeight = 480; - d3d->d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; + // Check if we are able to use progressive mode + if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_480p) + d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE; + else + d3d->d3dpp.Flags = D3DPRESENTFLAG_INTERLACED; + // Safe mode + d3d->d3dpp.BackBufferWidth = 640; + d3d->d3dpp.BackBufferHeight = 480; + g_console.menus_hd_enable = false; // Only valid in PAL mode, not valid for HDTV modes! if(XGetVideoStandard() == XC_VIDEO_STANDARD_PAL_I) { - if(d3d->video_mode & XC_VIDEO_FLAGS_PAL_60Hz) // PAL 60 user + if(d3d->video_mode & XC_VIDEO_FLAGS_PAL_60Hz) d3d->d3dpp.FullScreen_RefreshRateInHz = 60; else d3d->d3dpp.FullScreen_RefreshRateInHz = 50; - - // Standard video cables (RGB, SVIDEO) - g_console.menus_hd_enable = false; - - //FIXME: i don't know if this will work, someone with standard video cables should check it out + // Check for 16:9 mode (PAL REGION) + if(d3d->video_mode & XC_VIDEO_FLAGS_WIDESCREEN) + { + if(d3d->video_mode & XC_VIDEO_FLAGS_PAL_60Hz) + { //60 Hz, 720x480i + d3d->d3dpp.BackBufferWidth = 720; + d3d->d3dpp.BackBufferHeight = 480; + } + else + { //50 Hz, 720x576i + d3d->d3dpp.BackBufferWidth = 720; + d3d->d3dpp.BackBufferHeight = 576; + } + } + } + else + { + // Check for 16:9 mode (NTSC REGIONS) if(d3d->video_mode & XC_VIDEO_FLAGS_WIDESCREEN) { d3d->d3dpp.BackBufferWidth = 720; - d3d->d3dpp.BackBufferHeight = 480; //576 ?? - d3d->d3dpp.Flags = D3DPRESENTFLAG_INTERLACED | D3DPRESENTFLAG_WIDESCREEN; - } - - else if(d3d->video_mode & XC_VIDEO_FLAGS_LETTERBOX) - { - d3d->d3dpp.BackBufferWidth = 720; - d3d->d3dpp.BackBufferHeight = 480; //576 ?? - d3d->d3dpp.Flags = D3DPRESENTFLAG_INTERLACED; - } - - else - { - d3d->d3dpp.BackBufferWidth = 640; d3d->d3dpp.BackBufferHeight = 480; - d3d->d3dpp.Flags = D3DPRESENTFLAG_INTERLACED; } } - else if(XGetAVPack() == XC_AV_PACK_HDTV) - { + + if(XGetAVPack() == XC_AV_PACK_HDTV) + { if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_480p) { - g_console.menus_hd_enable = false; //true? + g_console.menus_hd_enable = false; d3d->d3dpp.BackBufferWidth = 640; d3d->d3dpp.BackBufferHeight = 480; - d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE; + d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE; } else if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_720p) @@ -254,27 +248,39 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu g_console.menus_hd_enable = true; d3d->d3dpp.BackBufferWidth = 1280; d3d->d3dpp.BackBufferHeight = 720; - d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE | D3DPRESENTFLAG_WIDESCREEN; + d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE; } - } - - // no letterboxing in 4:3 mode (if widescreen is - // unsupported - d3d->d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; + else if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_1080i) + { + g_console.menus_hd_enable = true; + d3d->d3dpp.BackBufferWidth = 1920; + d3d->d3dpp.BackBufferHeight = 1080; + d3d->d3dpp.Flags = D3DPRESENTFLAG_INTERLACED; + } + } - d3d->d3dpp.FullScreen_PresentationInterval = video->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE; - d3d->d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; - d3d->d3dpp.BackBufferCount = 2; - d3d->d3dpp.EnableAutoDepthStencil = FALSE; - d3d->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; - - d3d->d3d_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, - &d3d->d3dpp, &d3d->d3d_render_device); + if(d3d->d3dpp.BackBufferWidth > 640 && ((float)d3d->d3dpp.BackBufferHeight / (float)d3d->d3dpp.BackBufferWidth != 0.75) || + ((d3d->d3dpp.BackBufferWidth == 720) && (d3d->d3dpp.BackBufferHeight == 576))) // 16:9 + { + d3d->d3dpp.Flags |= D3DPRESENTFLAG_WIDESCREEN; + } - // use an orthogonal matrix for the projection matrix + // no letterboxing in 4:3 mode (if widescreen is unsupported + d3d->d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; + d3d->d3dpp.FullScreen_PresentationInterval = video->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE; + d3d->d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; + d3d->d3dpp.BackBufferCount = 2; + d3d->d3dpp.EnableAutoDepthStencil = FALSE; + d3d->d3dpp.SwapEffect = D3DSWAPEFFECT_COPY; //D3DSWAPEFFECT_DISCARD; + + d3d->d3d_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3d->d3dpp, &d3d->d3d_render_device); + + d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); + + // use an orthogonal matrix for the projection matrix D3DXMATRIX mat; D3DXMatrixOrthoOffCenterLH(&mat, 0, d3d->d3dpp.BackBufferWidth , d3d->d3dpp.BackBufferHeight , 0, 0.0f, 1.0f); @@ -310,8 +316,6 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu d3d->vertex_buf->Unlock(); d3d->d3d_render_device->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1); - d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, - 0xff000000, 1.0f, 0); // disable lighting d3d->d3d_render_device->SetRenderState(D3DRS_LIGHTING, FALSE); @@ -391,8 +395,6 @@ static bool xdk_d3d_frame(void *data, const void *frame, 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); @@ -422,6 +424,7 @@ static bool xdk_d3d_frame(void *data, const void *frame, 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);