Cleanup
This commit is contained in:
parent
e687c502a9
commit
00792413f8
1 changed files with 14 additions and 7 deletions
|
@ -280,17 +280,15 @@ RenderBackend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned
|
|||
GX2CalcSurfaceSizeAndAlignment(&surface->texture.surface);
|
||||
GX2InitTextureRegs(&surface->texture);
|
||||
|
||||
if (GX2RCreateSurface(&surface->texture.surface, (GX2RResourceFlags)(GX2R_RESOURCE_BIND_TEXTURE | GX2R_RESOURCE_BIND_COLOR_BUFFER | GX2R_RESOURCE_USAGE_CPU_WRITE | GX2R_RESOURCE_USAGE_CPU_READ |
|
||||
GX2R_RESOURCE_USAGE_GPU_WRITE | GX2R_RESOURCE_USAGE_GPU_READ)))
|
||||
{
|
||||
// Initialise colour buffer (needed so the texture can be drawn to)
|
||||
memset(&surface->colour_buffer, 0, sizeof(surface->colour_buffer));
|
||||
surface->colour_buffer.surface = surface->texture.surface;
|
||||
surface->colour_buffer.viewNumSlices = 1;
|
||||
GX2InitColorBufferRegs(&surface->colour_buffer);
|
||||
|
||||
if (GX2RCreateSurface(&surface->texture.surface, (GX2RResourceFlags)(GX2R_RESOURCE_BIND_TEXTURE | GX2R_RESOURCE_BIND_COLOR_BUFFER |
|
||||
GX2R_RESOURCE_USAGE_CPU_WRITE | GX2R_RESOURCE_USAGE_CPU_READ |
|
||||
GX2R_RESOURCE_USAGE_GPU_WRITE | GX2R_RESOURCE_USAGE_GPU_READ)))
|
||||
{
|
||||
|
||||
if (GX2RCreateSurfaceUserMemory(&surface->colour_buffer.surface, (uint8_t*)surface->texture.surface.image, (uint8_t*)surface->texture.surface.mipmaps, surface->texture.surface.resourceFlags))
|
||||
return surface;
|
||||
|
||||
|
@ -329,6 +327,8 @@ unsigned char* RenderBackend_LockSurface(RenderBackend_Surface *surface, unsigne
|
|||
{
|
||||
if (surface != NULL)
|
||||
{
|
||||
// Create an RGB24 buffer (this backend uses RGBA32 internally,
|
||||
// so we can't just lock the texture
|
||||
surface->lock_buffer = (unsigned char*)malloc(width * height * 3);
|
||||
*pitch = width * 3;
|
||||
|
||||
|
@ -449,6 +449,7 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBacken
|
|||
// Make sure the buffers aren't currently being used before we modify them
|
||||
GX2DrawDone();
|
||||
|
||||
// Set vertex position buffer
|
||||
float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
|
||||
position_pointer[0] = rect->left;
|
||||
position_pointer[1] = rect->top;
|
||||
|
@ -458,6 +459,7 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBacken
|
|||
position_pointer[5] = rect->bottom;
|
||||
position_pointer[6] = rect->left;
|
||||
position_pointer[7] = rect->bottom;
|
||||
|
||||
for (unsigned int i = 0; i < 8; i += 2)
|
||||
{
|
||||
position_pointer[i + 0] /= surface->width;
|
||||
|
@ -468,22 +470,27 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBacken
|
|||
position_pointer[i + 1] *= -2.0f;
|
||||
position_pointer[i + 1] += 1.0f;
|
||||
}
|
||||
|
||||
GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
|
||||
|
||||
// Draw to the selected texture, instead of the screen
|
||||
GX2SetColorBuffer(&surface->colour_buffer, GX2_RENDER_TARGET_0);
|
||||
GX2SetViewport(0, 0, (float)surface->colour_buffer.surface.width, (float)surface->colour_buffer.surface.height, 0.0f, 1.0f);
|
||||
GX2SetScissor(0, 0, (float)surface->colour_buffer.surface.width, (float)surface->colour_buffer.surface.height);
|
||||
|
||||
float uniform_colours[4] = {red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f};
|
||||
|
||||
// Set the colour-fill... colour
|
||||
const float uniform_colours[4] = {red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f};
|
||||
GX2SetPixelUniformReg(colour_fill_shader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
|
||||
|
||||
// Bind the colour-fill shader
|
||||
GX2SetFetchShader(&colour_fill_shader.fetchShader);
|
||||
GX2SetVertexShader(colour_fill_shader.vertexShader);
|
||||
GX2SetPixelShader(colour_fill_shader.pixelShader);
|
||||
|
||||
// Bind misc. data
|
||||
GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
|
||||
|
||||
// Draw
|
||||
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue