Add render-to-texture support to Wii U renderer

This commit is contained in:
Clownacy 2020-04-21 03:16:37 +01:00
parent 8377f011cf
commit 4d2a227068

View file

@ -5,6 +5,7 @@
#include <string.h>
#include <string>
#include <gx2/context.h>
#include <gx2/draw.h>
#include <gx2/event.h>
#include <gx2/registers.h>
@ -24,8 +25,8 @@
typedef struct RenderBackend_Surface
{
bool is_screen;
GX2Texture texture;
GX2ColorBuffer colour_buffer;
unsigned int width;
unsigned int height;
unsigned char *lock_buffer; // TODO - Dumb
@ -44,128 +45,124 @@ static GX2RBuffer texture_coordinate_buffer;
static GX2Sampler sampler;
RenderBackend_Surface *framebuffer;
static unsigned int framebuffer_width;
static unsigned int framebuffer_height;
static RenderBackend_Surface *framebuffer_surface;
static void StartFrameDraw(void)
{
WHBGfxBeginRender();
// Draw to the gamepad
WHBGfxBeginRenderDRC();
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
}
static void EndFrameDraw(void)
{
WHBGfxFinishRenderDRC();
WHBGfxFinishRender();
}
static GX2ContextState *gx2_context;
RenderBackend_Surface* RenderBackend_Init(const char *window_title, int screen_width, int screen_height, bool fullscreen)
{
(void)window_title;
(void)fullscreen;
framebuffer_width = screen_width;
framebuffer_height = screen_height;
WHBGfxInit();
framebuffer = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface));
// Initialise the shaders
if (framebuffer != NULL)
// Texture shader
if (WHBGfxLoadGFDShaderGroup(&texture_shader, 0, rtexture))
{
framebuffer->is_screen = true;
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);
WHBGfxInit();
if (WHBGfxLoadGFDShaderGroup(&texture_shader, 0, rtexture))
// Texture shader (with colour-key)
if (WHBGfxLoadGFDShaderGroup(&texture_colour_key_shader, 0, rtexture_colour_key))
{
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(&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);
if (WHBGfxLoadGFDShaderGroup(&texture_colour_key_shader, 0, rtexture_colour_key))
// Colour-fill shader
if (WHBGfxLoadGFDShaderGroup(&colour_fill_shader, 0, rcolour_fill))
{
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(&colour_fill_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&colour_fill_shader);
if (WHBGfxLoadGFDShaderGroup(&colour_fill_shader, 0, rcolour_fill))
// Initialise vertex position buffer
vertex_position_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;
GX2RCreateBuffer(&vertex_position_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;
GX2RCreateBuffer(&texture_coordinate_buffer);
// Initialise sampler
GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_POINT);
// Create framebuffer surface
framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height);
if (framebuffer_surface != NULL)
{
WHBGfxInitShaderAttribute(&colour_fill_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&colour_fill_shader);
// 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);
// Initialise vertex position buffer
vertex_position_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;
GX2RCreateBuffer(&vertex_position_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;
GX2RCreateBuffer(&texture_coordinate_buffer);
// Initialise sampler
GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_POINT);
{
// Disable depth-test (enabled by default for some reason)
GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
// Disable depth-test (enabled by default for some reason)
GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
// Enable blending
// GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE);
// Enable blending
// GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE);
// Set custom blending mode for pre-multiplied alpha
/* GX2SetBlendControl(GX2_RENDER_TARGET_0,
GX2_BLEND_MODE_ZERO,
GX2_BLEND_MODE_ONE,
GX2_BLEND_COMBINE_MODE_ADD,
TRUE,
GX2_BLEND_MODE_ZERO,
GX2_BLEND_MODE_ONE,
GX2_BLEND_COMBINE_MODE_ADD);
*/
// Do some binding
// Set custom blending mode for pre-multiplied alpha
/* GX2SetBlendControl(GX2_RENDER_TARGET_0,
GX2_BLEND_MODE_ZERO,
GX2_BLEND_MODE_ONE,
GX2_BLEND_COMBINE_MODE_ADD,
TRUE,
GX2_BLEND_MODE_ZERO,
GX2_BLEND_MODE_ONE,
GX2_BLEND_COMBINE_MODE_ADD);
*/
// Do some binding
/*
WHBGfxBeginRender();
StartFrameDraw();
return framebuffer;
}
GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
WHBGfxFreeShaderGroup(&colour_fill_shader);
// Draw to the gamepad
WHBGfxBeginRenderDRC();
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
*/
return framebuffer_surface;
}
WHBGfxFreeShaderGroup(&texture_colour_key_shader);
GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
WHBGfxFreeShaderGroup(&colour_fill_shader);
}
WHBGfxFreeShaderGroup(&texture_shader);
WHBGfxFreeShaderGroup(&texture_colour_key_shader);
}
WHBGfxShutdown();
free(framebuffer);
WHBGfxFreeShaderGroup(&texture_shader);
}
WHBGfxShutdown();
return NULL;
}
void RenderBackend_Deinit(void)
{
free(gx2_context);
RenderBackend_FreeSurface(framebuffer_surface);
GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
@ -174,15 +171,84 @@ void RenderBackend_Deinit(void)
WHBGfxFreeShaderGroup(&texture_shader);
WHBGfxShutdown();
free(framebuffer);
}
void RenderBackend_DrawScreen(void)
{
EndFrameDraw();
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
StartFrameDraw();
// Set buffer to 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);
// 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);
WHBGfxBeginRender();
// Draw to the TV
WHBGfxBeginRenderTV();
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// This might be needed? Not sure.
// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
GX2SetFetchShader(&texture_shader.fetchShader);
GX2SetVertexShader(texture_shader.vertexShader);
GX2SetPixelShader(texture_shader.pixelShader);
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);
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
WHBGfxFinishRenderTV();
// Draw to the gamepad
WHBGfxBeginRenderDRC();
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// This might be needed? Not sure.
// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
GX2SetFetchShader(&texture_shader.fetchShader);
GX2SetVertexShader(texture_shader.vertexShader);
GX2SetPixelShader(texture_shader.pixelShader);
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);
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
WHBGfxFinishRenderDRC();
WHBGfxFinishRender();
// Do this or else the screen will never update. I wish I understood why.
GX2SetContextState(gx2_context);
}
RenderBackend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height)
@ -191,7 +257,6 @@ RenderBackend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned
if (surface != NULL)
{
surface->is_screen = false;
surface->width = width;
surface->height = height;
@ -210,11 +275,21 @@ RenderBackend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned
GX2CalcSurfaceSizeAndAlignment(&surface->texture.surface);
GX2InitTextureRegs(&surface->texture);
// 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)))
{
return surface;
if (GX2RCreateSurfaceUserMemory(&surface->colour_buffer.surface, (uint8_t*)surface->texture.surface.image, (uint8_t*)surface->texture.surface.mipmaps, surface->texture.surface.resourceFlags))
return surface;
GX2RDestroySurfaceEx(&surface->texture.surface, (GX2RResourceFlags)0);
}
free(surface);
@ -227,6 +302,7 @@ void RenderBackend_FreeSurface(RenderBackend_Surface *surface)
{
if (surface != NULL)
{
GX2RDestroySurfaceEx(&surface->colour_buffer.surface, (GX2RResourceFlags)0);
GX2RDestroySurfaceEx(&surface->texture.surface, (GX2RResourceFlags)0);
free(surface);
}
@ -293,11 +369,10 @@ void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBacke
if (source_surface == NULL || destination_surface == NULL)
return;
if (source_surface->is_screen || !destination_surface->is_screen)
return;
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
// Set vertex position buffer
const float destination_left = x;
const float destination_top = y;
const float destination_right = x + (rect->right - rect->left);
@ -312,18 +387,21 @@ void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBacke
position_pointer[5] = destination_bottom;
position_pointer[6] = destination_left;
position_pointer[7] = destination_bottom;
for (unsigned int i = 0; i < 8; i += 2)
{
position_pointer[i + 0] /= framebuffer_width;
position_pointer[i + 0] /= destination_surface->width;
position_pointer[i + 0] *= 2.0f;
position_pointer[i + 0] -= 1.0f;
position_pointer[i + 1] /= framebuffer_height;
position_pointer[i + 1] /= destination_surface->height;
position_pointer[i + 1] *= -2.0f;
position_pointer[i + 1] += 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;
@ -335,15 +413,26 @@ void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBacke
texture_coordinate_pointer[7] = rect->bottom / (float)source_surface->height;
GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
GX2SetFetchShader(&texture_colour_key_shader.fetchShader);
GX2SetVertexShader(texture_colour_key_shader.vertexShader);
GX2SetPixelShader(texture_colour_key_shader.pixelShader);
// Draw to the selected texture, instead of the screen
GX2SetColorBuffer(&destination_surface->colour_buffer, GX2_RENDER_TARGET_0);
GX2SetViewport(0.0f, 0.0f, (float)destination_surface->colour_buffer.surface.width, (float)destination_surface->colour_buffer.surface.height, 0.0f, 1.0f);
GX2SetScissor(0, 0, destination_surface->colour_buffer.surface.width, destination_surface->colour_buffer.surface.height);
GX2SetPixelSampler(&sampler, texture_colour_key_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&source_surface->texture, texture_colour_key_shader.pixelShader->samplerVars[0].location);
// Select shader
WHBGfxShaderGroup *shader = colour_key ? &texture_colour_key_shader : &texture_shader;
// Bind it
GX2SetFetchShader(&shader->fetchShader);
GX2SetVertexShader(shader->vertexShader);
GX2SetPixelShader(shader->pixelShader);
// 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);
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
}
@ -352,9 +441,7 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBacken
if (surface == NULL)
return;
if (!surface->is_screen)
return;
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
@ -368,16 +455,20 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBacken
position_pointer[7] = rect->bottom;
for (unsigned int i = 0; i < 8; i += 2)
{
position_pointer[i + 0] /= framebuffer_width;
position_pointer[i + 0] /= surface->width;
position_pointer[i + 0] *= 2.0f;
position_pointer[i + 0] -= 1.0f;
position_pointer[i + 1] /= framebuffer_height;
position_pointer[i + 1] /= surface->height;
position_pointer[i + 1] *= -2.0f;
position_pointer[i + 1] += 1.0f;
}
GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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};
GX2SetPixelUniformReg(colour_fill_shader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);