diff --git a/console/salamander/main.c b/console/salamander/main.c index d5b944ac19..be23b1573f 100644 --- a/console/salamander/main.c +++ b/console/salamander/main.c @@ -249,7 +249,7 @@ static void callback_sysutil_exit(uint64_t status, uint64_t param, void *userdat int main(int argc, char *argv[]) { #if defined(_XBOX) - XINPUT_STATE state; + XINPUT_STATE state; //C4101 get_environment_settings(); diff --git a/xbox1/xdk_d3d8.cpp b/xbox1/xdk_d3d8.cpp index 462b266153..90c7e49bfb 100644 --- a/xbox1/xdk_d3d8.cpp +++ b/xbox1/xdk_d3d8.cpp @@ -33,6 +33,7 @@ wchar_t strw_buffer[128]; unsigned font_x, font_y; +FLOAT angle; static void check_window(xdk_d3d_video_t *d3d) { @@ -147,31 +148,26 @@ static void xdk_d3d_set_rotation(void * data, unsigned orientation) { (void)data; xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data; - FLOAT angle; switch(orientation) { case ORIENTATION_NORMAL: angle = M_PI * 0 / 180; + RARCH_LOG("D3D8: Set rotation to ORIENTATION_NORMAL\n"); break; case ORIENTATION_VERTICAL: angle = M_PI * 270 / 180; + RARCH_LOG("D3D8: Set rotation to ORIENTATION_VERTICAL\n"); break; case ORIENTATION_FLIPPED: angle = M_PI * 180 / 180; + RARCH_LOG("D3D8: Set rotation to ORIENTATION_FLIPPED\n"); break; case ORIENTATION_FLIPPED_ROTATED: angle = M_PI * 90 / 180; + RARCH_LOG("D3D8: Set rotation to ORIENTATION_FLIPPED_ROTATED\n"); break; } - - /* - D3DXMATRIX p_out; - D3DXMatrixIdentity(&p_out); - d3d->d3d_render_device->SetTransform(D3DTS_PROJECTION, &p_out); - - d3d->should_resize = TRUE; - */ } static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **input, void **input_data) @@ -187,7 +183,7 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu if (!d3d->d3d_device) { free(d3d); - RARCH_ERR("Failed to create a D3D8 object.\n"); + RARCH_ERR("D3D8: Failed to create a D3D8 object.\n"); return NULL; } @@ -429,13 +425,16 @@ static bool xdk_d3d_frame(void *data, const void *frame, d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); - D3DXMATRIX p_out; + d3d->d3d_render_device->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1); + + D3DXMATRIX p_out, p_rotate; D3DXMatrixIdentity(&p_out); - d3d->d3d_render_device->SetTransform(D3DTS_WORLD, &p_out); + D3DXMatrixRotationZ(&p_rotate, angle); + + d3d->d3d_render_device->SetTransform(D3DTS_WORLD, &p_rotate); 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); @@ -483,7 +482,7 @@ static void xdk_d3d_set_nonblock_state(void *data, bool state) if(d3d->vsync) { - RARCH_LOG("D3D Vsync => %s\n", state ? "off" : "on"); + RARCH_LOG("D3D8: Vsync => %s\n", state ? "off" : "on"); gfx_ctx_set_swap_interval(state ? 0 : 1, TRUE); } }