Unified the Wii U vertex buffers

This commit is contained in:
Clownacy 2020-06-29 16:40:32 +01:00
parent c7bd79e13f
commit 1523f1d3a6

View file

@ -50,13 +50,24 @@ typedef struct Viewport
float height;
} Viewport;
typedef struct Coordinate2D
{
float x;
float y;
} Coordinate2D;
typedef struct Vertex
{
Coordinate2D position;
Coordinate2D texture;
} Vertex;
static WHBGfxShaderGroup texture_shader;
static WHBGfxShaderGroup texture_colour_key_shader;
static WHBGfxShaderGroup colour_fill_shader;
static WHBGfxShaderGroup glyph_shader;
static GX2RBuffer vertex_position_buffer;
static GX2RBuffer texture_coordinate_buffer;
static GX2RBuffer vertex_buffer;
static GX2Sampler sampler;
@ -126,96 +137,79 @@ RenderBackend_Surface* RenderBackend_Init(const char *window_title, int screen_w
WHBGfxInitFetchShader(&glyph_shader);
// Initialise vertex position buffer
vertex_position_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
vertex_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
GX2R_RESOURCE_USAGE_CPU_READ |
GX2R_RESOURCE_USAGE_CPU_WRITE |
GX2R_RESOURCE_USAGE_GPU_READ);
vertex_position_buffer.elemSize = 2 * sizeof(float);
vertex_position_buffer.elemCount = 4;
vertex_buffer.elemSize = sizeof(Vertex);
vertex_buffer.elemCount = 4;
if (GX2RCreateBuffer(&vertex_position_buffer))
if (GX2RCreateBuffer(&vertex_buffer))
{
// Initialise texture coordinate buffer
texture_coordinate_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
GX2R_RESOURCE_USAGE_CPU_READ |
GX2R_RESOURCE_USAGE_CPU_WRITE |
GX2R_RESOURCE_USAGE_GPU_READ);
texture_coordinate_buffer.elemSize = 2 * sizeof(float);
texture_coordinate_buffer.elemCount = 4;
// Initialise sampler
GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR);
if (GX2RCreateBuffer(&texture_coordinate_buffer))
// Create framebuffer surface
framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true);
if (framebuffer_surface != NULL)
{
// Initialise sampler
GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR);
// Create a 'context' (this voodoo magic can be used to undo `GX2SetColorBuffer`,
// allowing us to draw to the screen once again)
gx2_context = (GX2ContextState*)aligned_alloc(GX2_CONTEXT_STATE_ALIGNMENT, sizeof(GX2ContextState));
// Create framebuffer surface
framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true);
if (framebuffer_surface != NULL)
if (gx2_context != NULL)
{
// Create a 'context' (this voodoo magic can be used to undo `GX2SetColorBuffer`,
// allowing us to draw to the screen once again)
gx2_context = (GX2ContextState*)aligned_alloc(GX2_CONTEXT_STATE_ALIGNMENT, sizeof(GX2ContextState));
memset(gx2_context, 0, sizeof(GX2ContextState));
GX2SetupContextStateEx(gx2_context, TRUE);
GX2SetContextState(gx2_context);
if (gx2_context != NULL)
// Disable depth-test (enabled by default for some reason)
GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
// Calculate centred viewports
switch (GX2GetSystemTVScanMode())
{
memset(gx2_context, 0, sizeof(GX2ContextState));
GX2SetupContextStateEx(gx2_context, TRUE);
GX2SetContextState(gx2_context);
// For now, we have to match WUT's broken behaviour (its `GX2TVScanMode`
// enum is missing values, and the rest are off-by-one)
//case GX2_TV_SCAN_MODE_576I:
case GX2_TV_SCAN_MODE_480I: // Actually 576i
case GX2_TV_SCAN_MODE_480P: // Actually 480i
CalculateViewport(854, 480, &tv_viewport);
break;
// Disable depth-test (enabled by default for some reason)
GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
case GX2_TV_SCAN_MODE_720P: // Actually 480p
default: // Funnel the *real* 1080p into this
CalculateViewport(1280, 720, &tv_viewport);
break;
// Calculate centred viewports
switch (GX2GetSystemTVScanMode())
{
// For now, we have to match WUT's broken behaviour (its `GX2TVScanMode`
// enum is missing values, and the rest are off-by-one)
//case GX2_TV_SCAN_MODE_576I:
case GX2_TV_SCAN_MODE_480I: // Actually 576i
case GX2_TV_SCAN_MODE_480P: // Actually 480i
CalculateViewport(854, 480, &tv_viewport);
break;
case GX2_TV_SCAN_MODE_720P: // Actually 480p
default: // Funnel the *real* 1080p into this
CalculateViewport(1280, 720, &tv_viewport);
break;
case GX2_TV_SCAN_MODE_1080I: // Actually invalid
case GX2_TV_SCAN_MODE_1080P: // Actually 1080i
CalculateViewport(1920, 1080, &tv_viewport);
break;
}
CalculateViewport(854, 480, &drc_viewport);
return framebuffer_surface;
}
else
{
Backend_PrintError("Couldn't allocate memory for the GX2 context");
case GX2_TV_SCAN_MODE_1080I: // Actually invalid
case GX2_TV_SCAN_MODE_1080P: // Actually 1080i
CalculateViewport(1920, 1080, &tv_viewport);
break;
}
RenderBackend_FreeSurface(framebuffer_surface);
CalculateViewport(854, 480, &drc_viewport);
return framebuffer_surface;
}
else
{
Backend_PrintError("Couldn't create the framebuffer surface");
Backend_PrintError("Couldn't allocate memory for the GX2 context");
}
GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
RenderBackend_FreeSurface(framebuffer_surface);
}
else
{
Backend_PrintError("Couldn't create the texture coordinate buffer");
Backend_PrintError("Couldn't create the framebuffer surface");
}
GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
}
else
{
Backend_PrintError("Couldn't create the vertex position buffer");
Backend_PrintError("Couldn't create the vertex buffer");
}
WHBGfxFreeShaderGroup(&glyph_shader);
@ -262,8 +256,7 @@ void RenderBackend_Deinit(void)
RenderBackend_FreeSurface(framebuffer_surface);
GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
WHBGfxFreeShaderGroup(&glyph_shader);
WHBGfxFreeShaderGroup(&colour_fill_shader);
@ -278,29 +271,29 @@ void RenderBackend_DrawScreen(void)
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
Vertex *vertex_pointer = (Vertex*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
// Set buffer to (4:3) full-screen
float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
position_pointer[0] = -1.0f;
position_pointer[1] = -1.0f;
position_pointer[2] = 1.0f;
position_pointer[3] = -1.0f;
position_pointer[4] = 1.0f;
position_pointer[5] = 1.0f;
position_pointer[6] = -1.0f;
position_pointer[7] = 1.0f;
GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
vertex_pointer[0].position.x = -1.0f;
vertex_pointer[0].position.y = -1.0f;
vertex_pointer[1].position.x = 1.0f;
vertex_pointer[1].position.y = -1.0f;
vertex_pointer[2].position.x = 1.0f;
vertex_pointer[2].position.y = 1.0f;
vertex_pointer[3].position.x = -1.0f;
vertex_pointer[3].position.y = 1.0f;
// Set buffer to full-texture
float *texture_coordinate_pointer = (float*)GX2RLockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
texture_coordinate_pointer[0] = 0.0f;
texture_coordinate_pointer[1] = 1.0f;
texture_coordinate_pointer[2] = 1.0f;
texture_coordinate_pointer[3] = 1.0f;
texture_coordinate_pointer[4] = 1.0f;
texture_coordinate_pointer[5] = 0.0f;
texture_coordinate_pointer[6] = 0.0f;
texture_coordinate_pointer[7] = 0.0f;
GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
vertex_pointer[0].texture.x = 0.0f;
vertex_pointer[0].texture.y = 1.0f;
vertex_pointer[1].texture.x = 1.0f;
vertex_pointer[1].texture.y = 1.0f;
vertex_pointer[2].texture.x = 1.0f;
vertex_pointer[2].texture.y = 0.0f;
vertex_pointer[3].texture.x = 0.0f;
vertex_pointer[3].texture.y = 0.0f;
GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
// Start drawing
WHBGfxBeginRender();
@ -326,8 +319,8 @@ void RenderBackend_DrawScreen(void)
// Bind a few things
GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&framebuffer_surface->texture, texture_shader.pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
@ -355,8 +348,8 @@ void RenderBackend_DrawScreen(void)
// Bind a few things
GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&framebuffer_surface->texture, texture_shader.pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
@ -513,46 +506,45 @@ void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBacke
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
Vertex *vertex_pointer = (Vertex*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
// Set vertex position buffer
const float destination_left = x;
const float destination_top = y;
const float destination_right = x + (rect->right - rect->left);
const float destination_bottom = y + (rect->bottom - rect->top);
float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
position_pointer[0] = destination_left;
position_pointer[1] = destination_top;
position_pointer[2] = destination_right;
position_pointer[3] = destination_top;
position_pointer[4] = destination_right;
position_pointer[5] = destination_bottom;
position_pointer[6] = destination_left;
position_pointer[7] = destination_bottom;
vertex_pointer[0].position.x = destination_left;
vertex_pointer[0].position.y = destination_top;
vertex_pointer[1].position.x = destination_right;
vertex_pointer[1].position.y = destination_top;
vertex_pointer[2].position.x = destination_right;
vertex_pointer[2].position.y = destination_bottom;
vertex_pointer[3].position.x = destination_left;
vertex_pointer[3].position.y = destination_bottom;
for (unsigned int i = 0; i < 8; i += 2)
for (unsigned int i = 0; i < 4; ++i)
{
position_pointer[i + 0] /= destination_surface->width;
position_pointer[i + 0] *= 2.0f;
position_pointer[i + 0] -= 1.0f;
vertex_pointer[i].position.x /= destination_surface->width;
vertex_pointer[i].position.x *= 2.0f;
vertex_pointer[i].position.x -= 1.0f;
position_pointer[i + 1] /= destination_surface->height;
position_pointer[i + 1] *= -2.0f;
position_pointer[i + 1] += 1.0f;
vertex_pointer[i].position.y /= destination_surface->height;
vertex_pointer[i].position.y *= -2.0f;
vertex_pointer[i].position.y += 1.0f;
}
GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
// Set texture coordinate buffer
float *texture_coordinate_pointer = (float*)GX2RLockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
texture_coordinate_pointer[0] = rect->left / (float)source_surface->width;
texture_coordinate_pointer[1] = rect->top / (float)source_surface->height;
texture_coordinate_pointer[2] = rect->right / (float)source_surface->width;
texture_coordinate_pointer[3] = rect->top / (float)source_surface->height;
texture_coordinate_pointer[4] = rect->right / (float)source_surface->width;
texture_coordinate_pointer[5] = rect->bottom / (float)source_surface->height;
texture_coordinate_pointer[6] = rect->left / (float)source_surface->width;
texture_coordinate_pointer[7] = rect->bottom / (float)source_surface->height;
GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
vertex_pointer[0].texture.x = rect->left / (float)source_surface->width;
vertex_pointer[0].texture.y = rect->top / (float)source_surface->height;
vertex_pointer[1].texture.x = rect->right / (float)source_surface->width;
vertex_pointer[1].texture.y = rect->top / (float)source_surface->height;
vertex_pointer[2].texture.x = rect->right / (float)source_surface->width;
vertex_pointer[2].texture.y = rect->bottom / (float)source_surface->height;
vertex_pointer[3].texture.x = rect->left / (float)source_surface->width;
vertex_pointer[3].texture.y = rect->bottom / (float)source_surface->height;
GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
// Draw to the selected texture, instead of the screen
GX2SetColorBuffer(&destination_surface->colour_buffer, GX2_RENDER_TARGET_0);
@ -570,8 +562,8 @@ void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBacke
// Bind misc. data
GX2SetPixelSampler(&sampler, shader->pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&source_surface->texture, shader->pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
@ -585,29 +577,30 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBacken
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
Vertex *vertex_pointer = (Vertex*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
// Set vertex position buffer
float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
position_pointer[0] = rect->left;
position_pointer[1] = rect->top;
position_pointer[2] = rect->right;
position_pointer[3] = rect->top;
position_pointer[4] = rect->right;
position_pointer[5] = rect->bottom;
position_pointer[6] = rect->left;
position_pointer[7] = rect->bottom;
vertex_pointer[0].position.x = rect->left;
vertex_pointer[0].position.y = rect->top;
vertex_pointer[1].position.x = rect->right;
vertex_pointer[1].position.y = rect->top;
vertex_pointer[2].position.x = rect->right;
vertex_pointer[2].position.y = rect->bottom;
vertex_pointer[3].position.x = rect->left;
vertex_pointer[3].position.y = rect->bottom;
for (unsigned int i = 0; i < 8; i += 2)
for (unsigned int i = 0; i < 4; ++i)
{
position_pointer[i + 0] /= surface->width;
position_pointer[i + 0] *= 2.0f;
position_pointer[i + 0] -= 1.0f;
vertex_pointer[i].position.x /= surface->width;
vertex_pointer[i].position.x *= 2.0f;
vertex_pointer[i].position.x -= 1.0f;
position_pointer[i + 1] /= surface->height;
position_pointer[i + 1] *= -2.0f;
position_pointer[i + 1] += 1.0f;
vertex_pointer[i].position.y /= surface->height;
vertex_pointer[i].position.y *= -2.0f;
vertex_pointer[i].position.y += 1.0f;
}
GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
// Draw to the selected texture, instead of the screen
GX2SetColorBuffer(&surface->colour_buffer, GX2_RENDER_TARGET_0);
@ -624,7 +617,7 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBacken
GX2SetPixelShader(colour_fill_shader.pixelShader);
// Bind misc. data
GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
@ -720,46 +713,45 @@ void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y)
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
Vertex *vertex_pointer = (Vertex*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
// Set vertex position buffer
const float destination_left = x;
const float destination_top = y;
const float destination_right = x + glyph->width;
const float destination_bottom = y + glyph->height;
float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
position_pointer[0] = destination_left;
position_pointer[1] = destination_top;
position_pointer[2] = destination_right;
position_pointer[3] = destination_top;
position_pointer[4] = destination_right;
position_pointer[5] = destination_bottom;
position_pointer[6] = destination_left;
position_pointer[7] = destination_bottom;
vertex_pointer[0].position.x = destination_left;
vertex_pointer[0].position.y = destination_top;
vertex_pointer[1].position.x = destination_right;
vertex_pointer[1].position.y = destination_top;
vertex_pointer[2].position.x = destination_right;
vertex_pointer[2].position.y = destination_bottom;
vertex_pointer[3].position.x = destination_left;
vertex_pointer[3].position.y = destination_bottom;
for (unsigned int i = 0; i < 8; i += 2)
for (unsigned int i = 0; i < 4; ++i)
{
position_pointer[i + 0] /= glyph_destination_surface->width;
position_pointer[i + 0] *= 2.0f;
position_pointer[i + 0] -= 1.0f;
vertex_pointer[i].position.x /= glyph_destination_surface->width;
vertex_pointer[i].position.x *= 2.0f;
vertex_pointer[i].position.x -= 1.0f;
position_pointer[i + 1] /= glyph_destination_surface->height;
position_pointer[i + 1] *= -2.0f;
position_pointer[i + 1] += 1.0f;
vertex_pointer[i].position.y /= glyph_destination_surface->height;
vertex_pointer[i].position.y *= -2.0f;
vertex_pointer[i].position.y += 1.0f;
}
GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
// Set texture coordinate buffer
float *texture_coordinate_pointer = (float*)GX2RLockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
texture_coordinate_pointer[0] = 0.0f;
texture_coordinate_pointer[1] = 0.0f;
texture_coordinate_pointer[2] = 1.0f;
texture_coordinate_pointer[3] = 0.0f;
texture_coordinate_pointer[4] = 1.0f;
texture_coordinate_pointer[5] = 1.0f;
texture_coordinate_pointer[6] = 0.0f;
texture_coordinate_pointer[7] = 1.0f;
GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
vertex_pointer[0].texture.x = 0.0f;
vertex_pointer[0].texture.y = 0.0f;
vertex_pointer[1].texture.x = 1.0f;
vertex_pointer[1].texture.y = 0.0f;
vertex_pointer[2].texture.x = 1.0f;
vertex_pointer[2].texture.y = 1.0f;
vertex_pointer[3].texture.x = 0.0f;
vertex_pointer[3].texture.y = 1.0f;
GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
// Draw to the selected texture, instead of the screen
GX2SetColorBuffer(&glyph_destination_surface->colour_buffer, GX2_RENDER_TARGET_0);
@ -774,8 +766,8 @@ void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y)
// Bind misc. data
GX2SetPixelSampler(&sampler, glyph_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&glyph->texture, glyph_shader.pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);