Modernise how Wii U shaders are included

Uses newer bin2h. I would be nice if this process were automated...
This commit is contained in:
Clownacy 2020-09-23 17:53:28 +01:00
parent 006091305e
commit 45f2032c9a
5 changed files with 163 additions and 267 deletions

View file

@ -20,11 +20,6 @@
#include "../Misc.h"
#include "WiiUShaders/colour_fill.gsh.h"
#include "WiiUShaders/glyph.gsh.h"
#include "WiiUShaders/texture.gsh.h"
#include "WiiUShaders/texture_colour_key.gsh.h"
typedef enum RenderMode
{
MODE_BLANK,
@ -65,10 +60,10 @@ typedef struct VertexBufferSlot
Vertex vertices[4];
} VertexBufferSlot;
static WHBGfxShaderGroup texture_shader;
static WHBGfxShaderGroup texture_colour_key_shader;
static WHBGfxShaderGroup colour_fill_shader;
static WHBGfxShaderGroup glyph_shader;
static WHBGfxShaderGroup shader_group_texture;
static WHBGfxShaderGroup shader_group_texture_colour_key;
static WHBGfxShaderGroup shader_group_colour_fill;
static WHBGfxShaderGroup shader_group_glyph;
static GX2RBuffer vertex_buffer;
@ -89,6 +84,22 @@ static RenderMode last_render_mode;
static GX2Texture *last_source_texture;
static GX2Texture *last_destination_texture;
static const unsigned char shader_colour_fill[] = {
#include "WiiUShaders/colour_fill.gsh.h"
};
static const unsigned char shader_glyph[] = {
#include "WiiUShaders/glyph.gsh.h"
};
static const unsigned char shader_texture[] = {
#include "WiiUShaders/texture.gsh.h"
};
static const unsigned char shader_texture_colour_key[] = {
#include "WiiUShaders/texture_colour_key.gsh.h"
};
static VertexBufferSlot* GetVertexBufferSlot(void)
{
++current_vertex_buffer_slot;
@ -175,31 +186,31 @@ RenderBackend_Surface* RenderBackend_Init(const char *window_title, size_t scree
// Initialise the shaders
// Texture shader
if (WHBGfxLoadGFDShaderGroup(&texture_shader, 0, rtexture))
if (WHBGfxLoadGFDShaderGroup(&shader_group_texture, 0, shader_texture))
{
WHBGfxInitShaderAttribute(&texture_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitShaderAttribute(&texture_shader, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&texture_shader);
WHBGfxInitShaderAttribute(&shader_group_texture, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitShaderAttribute(&shader_group_texture, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&shader_group_texture);
// Texture shader (with colour-key)
if (WHBGfxLoadGFDShaderGroup(&texture_colour_key_shader, 0, rtexture_colour_key))
if (WHBGfxLoadGFDShaderGroup(&shader_group_texture_colour_key, 0, shader_texture_colour_key))
{
WHBGfxInitShaderAttribute(&texture_colour_key_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitShaderAttribute(&texture_colour_key_shader, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&texture_colour_key_shader);
WHBGfxInitShaderAttribute(&shader_group_texture_colour_key, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitShaderAttribute(&shader_group_texture_colour_key, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&shader_group_texture_colour_key);
// Colour-fill shader
if (WHBGfxLoadGFDShaderGroup(&colour_fill_shader, 0, rcolour_fill))
if (WHBGfxLoadGFDShaderGroup(&shader_group_colour_fill, 0, shader_colour_fill))
{
WHBGfxInitShaderAttribute(&colour_fill_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&colour_fill_shader);
WHBGfxInitShaderAttribute(&shader_group_colour_fill, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&shader_group_colour_fill);
// Glyph shader
if (WHBGfxLoadGFDShaderGroup(&glyph_shader, 0, rglyph))
if (WHBGfxLoadGFDShaderGroup(&shader_group_glyph, 0, shader_glyph))
{
WHBGfxInitShaderAttribute(&glyph_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitShaderAttribute(&glyph_shader, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&glyph_shader);
WHBGfxInitShaderAttribute(&shader_group_glyph, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitShaderAttribute(&shader_group_glyph, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&shader_group_glyph);
// Initialise sampler
GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR);
@ -237,28 +248,28 @@ RenderBackend_Surface* RenderBackend_Init(const char *window_title, size_t scree
Backend_PrintError("Couldn't create the framebuffer surface");
}
WHBGfxFreeShaderGroup(&glyph_shader);
WHBGfxFreeShaderGroup(&shader_group_glyph);
}
else
{
Backend_PrintError("Couldn't create the glyph shader");
}
WHBGfxFreeShaderGroup(&colour_fill_shader);
WHBGfxFreeShaderGroup(&shader_group_colour_fill);
}
else
{
Backend_PrintError("Couldn't create the colour-fill shader");
}
WHBGfxFreeShaderGroup(&texture_colour_key_shader);
WHBGfxFreeShaderGroup(&shader_group_texture_colour_key);
}
else
{
Backend_PrintError("Couldn't create the texture colour-key shader");
}
WHBGfxFreeShaderGroup(&texture_shader);
WHBGfxFreeShaderGroup(&shader_group_texture);
}
else
{
@ -283,10 +294,10 @@ void RenderBackend_Deinit(void)
GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
WHBGfxFreeShaderGroup(&glyph_shader);
WHBGfxFreeShaderGroup(&colour_fill_shader);
WHBGfxFreeShaderGroup(&texture_colour_key_shader);
WHBGfxFreeShaderGroup(&texture_shader);
WHBGfxFreeShaderGroup(&shader_group_glyph);
WHBGfxFreeShaderGroup(&shader_group_colour_fill);
WHBGfxFreeShaderGroup(&shader_group_texture_colour_key);
WHBGfxFreeShaderGroup(&shader_group_texture);
WHBGfxShutdown();
}
@ -342,13 +353,13 @@ void RenderBackend_DrawScreen(void)
// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
// Select texture shader
GX2SetFetchShader(&texture_shader.fetchShader);
GX2SetVertexShader(texture_shader.vertexShader);
GX2SetPixelShader(texture_shader.pixelShader);
GX2SetFetchShader(&shader_group_texture.fetchShader);
GX2SetVertexShader(shader_group_texture.vertexShader);
GX2SetPixelShader(shader_group_texture.pixelShader);
// Bind a few things
GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&framebuffer_surface->texture, texture_shader.pixelShader->samplerVars[0].location);
GX2SetPixelSampler(&sampler, shader_group_texture.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&framebuffer_surface->texture, shader_group_texture.pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
@ -368,13 +379,13 @@ void RenderBackend_DrawScreen(void)
// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
// Select texture shader
GX2SetFetchShader(&texture_shader.fetchShader);
GX2SetVertexShader(texture_shader.vertexShader);
GX2SetPixelShader(texture_shader.pixelShader);
GX2SetFetchShader(&shader_group_texture.fetchShader);
GX2SetVertexShader(shader_group_texture.vertexShader);
GX2SetPixelShader(shader_group_texture.pixelShader);
// Bind a few things
GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&framebuffer_surface->texture, texture_shader.pixelShader->samplerVars[0].location);
GX2SetPixelSampler(&sampler, shader_group_texture.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&framebuffer_surface->texture, shader_group_texture.pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
@ -537,7 +548,7 @@ void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBacke
GX2SetScissor(0, 0, destination_surface->colour_buffer.surface.width, destination_surface->colour_buffer.surface.height);
// Select shader
WHBGfxShaderGroup *shader = colour_key ? &texture_colour_key_shader : &texture_shader;
WHBGfxShaderGroup *shader = colour_key ? &shader_group_texture_colour_key : &shader_group_texture;
// Bind it
GX2SetFetchShader(&shader->fetchShader);
@ -615,12 +626,12 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBacken
// 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);
GX2SetPixelUniformReg(shader_group_colour_fill.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);
GX2SetFetchShader(&shader_group_colour_fill.fetchShader);
GX2SetVertexShader(shader_group_colour_fill.vertexShader);
GX2SetPixelShader(shader_group_colour_fill.pixelShader);
// Bind misc. data
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
@ -740,16 +751,16 @@ void RenderBackend_PrepareToDrawGlyphs(RenderBackend_GlyphAtlas *atlas, RenderBa
// Set the colour
const float uniform_colours[4] = {red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f};
GX2SetPixelUniformReg(glyph_shader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
GX2SetPixelUniformReg(shader_group_glyph.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
// Select glyph shader
GX2SetFetchShader(&glyph_shader.fetchShader);
GX2SetVertexShader(glyph_shader.vertexShader);
GX2SetPixelShader(glyph_shader.pixelShader);
GX2SetFetchShader(&shader_group_glyph.fetchShader);
GX2SetVertexShader(shader_group_glyph.vertexShader);
GX2SetPixelShader(shader_group_glyph.pixelShader);
// Bind misc. data
GX2SetPixelSampler(&sampler, glyph_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&atlas->texture, glyph_shader.pixelShader->samplerVars[0].location);
GX2SetPixelSampler(&sampler, shader_group_glyph.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&atlas->texture, shader_group_glyph.pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));

View file

@ -1,50 +1,23 @@
#pragma once
static const unsigned char rcolour_fill[0x5AC] = {
71,102,120,50,0,0,0,32,0,0,0,7,0,0,0,1,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,
66,76,75,123,0,0,0,32,0,0,0,1,0,0,0,0,0,0,0,3,0,0,1,144,0,0,0,0,0,0,0,0,
0,0,1,2,0,0,0,0,0,0,0,0,0,0,0,1,255,255,255,0,255,255,255,255,255,255,255,255,255,255,255,255,
255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,0,0,0,0,255,255,255,254,
0,0,0,1,0,0,0,0,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,
0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,
0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,
0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,
0,0,0,255,0,0,0,0,0,0,0,14,0,0,0,16,0,0,1,8,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,1,208,96,1,52,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,202,112,1,68,0,0,0,9,0,0,0,0,
0,0,0,0,105,110,112,117,116,95,118,101,114,116,101,120,95,99,111,111,114,100,105,110,97,116,101,115,0,0,0,0,
208,96,1,8,202,112,1,52,125,66,76,75,0,0,0,40,0,0,0,0,0,0,1,96,208,96,0,0,0,0,0,28,
208,96,1,68,0,0,0,0,0,0,0,2,208,96,1,96,66,76,75,123,0,0,0,32,0,0,0,1,0,0,0,0,
0,0,0,5,0,0,1,8,0,0,0,1,0,0,0,0,0,0,0,0,0,0,128,9,60,160,0,0,136,6,0,148,
0,64,0,0,255,15,0,148,32,0,0,0,0,0,0,160,0,0,0,0,0,0,32,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,128,0,13,0,0,66,76,75,123,0,0,0,32,
0,0,0,1,0,0,0,0,0,0,0,6,0,0,1,52,0,0,0,2,0,0,0,0,0,0,0,1,0,0,0,2,
20,0,0,1,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,15,0,0,0,1,0,0,0,16,0,0,0,0,0,0,1,32,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,208,96,0,232,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
202,112,0,252,0,0,0,11,0,0,0,1,0,0,0,0,255,255,255,255,99,111,108,111,117,114,0,0,208,96,0,188,
202,112,0,232,125,66,76,75,0,0,0,40,0,0,0,0,0,0,1,4,208,96,0,0,0,0,0,8,208,96,0,252,
0,0,0,0,0,0,0,2,208,96,1,4,66,76,75,123,0,0,0,32,0,0,0,1,0,0,0,0,0,0,0,7,
0,0,1,32,0,0,0,3,0,0,0,0,32,0,0,0,0,0,12,160,0,0,0,0,136,6,32,148,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,144,12,0,0,0,5,0,0,144,12,0,32,0,9,0,0,
144,12,0,64,0,13,0,128,144,12,0,96,66,76,75,123,0,0,0,32,0,0,0,1,0,0,0,0,0,0,0,1,
0,0,0,0,0,0,0,4,0,0,0,0
};
71,102,120,50,0,0,0,32,0,0,0,7,0,0,0,1,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,66,76,75,123,0,0,0,32,0,0,0,1,0,0,0,0,0,0,0,3,0,0,1,144,0,0,0,0,0,0,0,0,
0,0,1,2,0,0,0,0,0,0,0,0,0,0,0,1,255,255,255,0,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,0,0,0,0,255,255,255,254,
0,0,0,1,0,0,0,0,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,
0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,
0,0,0,255,0,0,0,0,0,0,0,14,0,0,0,16,0,0,1,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,1,208,96,1,52,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,202,112,1,68,0,0,0,9,0,0,0,0,
0,0,0,0,105,110,112,117,116,95,118,101,114,116,101,120,95,99,111,111,114,100,105,110,97,116,101,115,0,0,0,0,208,96,1,8,202,112,1,52,125,66,76,75,0,0,0,40,0,0,0,0,0,0,1,96,208,96,0,0,0,0,0,28,
208,96,1,68,0,0,0,0,0,0,0,2,208,96,1,96,66,76,75,123,0,0,0,32,0,0,0,1,0,0,0,0,0,0,0,5,0,0,1,8,0,0,0,1,0,0,0,0,0,0,0,0,0,0,128,9,60,160,0,0,136,6,0,148,
0,64,0,0,255,15,0,148,32,0,0,0,0,0,0,160,0,0,0,0,0,0,32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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View file

@ -1,56 +1,26 @@
#pragma once
static const unsigned char rglyph[0x674] = {
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View file

@ -1,52 +1,24 @@
#pragma once
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View file

@ -1,56 +1,26 @@
#pragma once
static const unsigned char rtexture_colour_key[0x680] = {
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