PAL and Progressive Scan support for XBox ..

This commit is contained in:
Manu Evans
2003-08-03 06:41:52 +00:00
parent 03d507ee54
commit 135103a4e9
5 changed files with 93 additions and 17 deletions
+51 -14
View File
@@ -459,24 +459,61 @@ bool RageDisplay_D3D::TryVideoMode( VideoModeParams p, bool &bNewDeviceOut )
SDL_ShowCursor( p.windowed );
#endif
ZeroMemory( &g_d3dpp, sizeof(g_d3dpp) );
#ifndef _XBOX
if(p.windowed)
{
g_d3dpp.BackBufferWidth = p.width;
g_d3dpp.BackBufferHeight = p.height;
g_d3dpp.BackBufferFormat = FindBackBufferType( p.windowed, p.bpp );
g_d3dpp.BackBufferCount = 1;
g_d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
g_d3dpp.SwapEffect = D3DSWAPEFFECT_COPY;
g_d3dpp.hDeviceWindow = NULL;
g_d3dpp.Windowed = p.windowed;
g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_d3dpp.Flags = 0;
g_d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
g_d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
}
else
{
g_d3dpp.BackBufferWidth = p.width;
g_d3dpp.BackBufferHeight = p.height;
g_d3dpp.BackBufferFormat = FindBackBufferType( p.windowed, p.bpp );
g_d3dpp.BackBufferCount = 1;
g_d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
g_d3dpp.SwapEffect = D3DSWAPEFFECT_FLIP;
g_d3dpp.hDeviceWindow = NULL;
g_d3dpp.Windowed = p.windowed;
g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_d3dpp.Flags = 0;
g_d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
g_d3dpp.FullScreen_PresentationInterval = p.vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
}
#else
ZeroMemory( &g_d3dpp, sizeof(g_d3dpp) );
g_d3dpp.BackBufferWidth = p.width;
g_d3dpp.BackBufferHeight = p.height;
g_d3dpp.BackBufferFormat = FindBackBufferType( p.windowed, p.bpp );
g_d3dpp.BackBufferCount = 1;
g_d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
g_d3dpp.BackBufferHeight = p.height;
g_d3dpp.BackBufferFormat = FindBackBufferType( p.windowed, p.bpp );
g_d3dpp.BackBufferCount = 1;
g_d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
g_d3dpp.SwapEffect = D3DSWAPEFFECT_FLIP;
g_d3dpp.hDeviceWindow = NULL;
g_d3dpp.Windowed = p.windowed;
g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_d3dpp.Flags = 0;
g_d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
g_d3dpp.Windowed = 0;
g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_d3dpp.Flags = (p.progressive ? D3DPRESENTFLAG_PROGRESSIVE : D3DPRESENTFLAG_INTERLACED) | D3DPRESENTFLAG_10X11PIXELASPECTRATIO;
g_d3dpp.FullScreen_RefreshRateInHz = p.PAL ? 50 : 60;
g_d3dpp.FullScreen_PresentationInterval = p.vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
/* Windowed must always use D3DPRESENT_INTERVAL_DEFAULT. */
g_d3dpp.FullScreen_PresentationInterval =
(p.windowed || p.vsync) ? D3DPRESENT_INTERVAL_DEFAULT : D3DPRESENT_INTERVAL_IMMEDIATE;
#endif
LOG->Trace( "Present Parameters: %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d",
g_d3dpp.BackBufferWidth, g_d3dpp.BackBufferHeight, g_d3dpp.BackBufferFormat,