Add render-to-texture support to Wii U renderer
This commit is contained in:
parent
8377f011cf
commit
4d2a227068
1 changed files with 200 additions and 109 deletions
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@ -5,6 +5,7 @@
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#include <string.h>
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#include <string>
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#include <gx2/context.h>
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#include <gx2/draw.h>
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#include <gx2/event.h>
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#include <gx2/registers.h>
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@ -24,8 +25,8 @@
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typedef struct RenderBackend_Surface
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{
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bool is_screen;
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GX2Texture texture;
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GX2ColorBuffer colour_buffer;
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unsigned int width;
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unsigned int height;
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unsigned char *lock_buffer; // TODO - Dumb
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@ -44,128 +45,124 @@ static GX2RBuffer texture_coordinate_buffer;
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static GX2Sampler sampler;
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RenderBackend_Surface *framebuffer;
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static unsigned int framebuffer_width;
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static unsigned int framebuffer_height;
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static RenderBackend_Surface *framebuffer_surface;
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static void StartFrameDraw(void)
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{
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WHBGfxBeginRender();
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// Draw to the gamepad
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WHBGfxBeginRenderDRC();
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WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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}
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static void EndFrameDraw(void)
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{
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WHBGfxFinishRenderDRC();
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WHBGfxFinishRender();
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}
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static GX2ContextState *gx2_context;
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RenderBackend_Surface* RenderBackend_Init(const char *window_title, int screen_width, int screen_height, bool fullscreen)
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{
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(void)window_title;
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(void)fullscreen;
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framebuffer_width = screen_width;
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framebuffer_height = screen_height;
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WHBGfxInit();
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framebuffer = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface));
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// Initialise the shaders
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if (framebuffer != NULL)
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// Texture shader
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if (WHBGfxLoadGFDShaderGroup(&texture_shader, 0, rtexture))
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{
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framebuffer->is_screen = true;
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WHBGfxInitShaderAttribute(&texture_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitShaderAttribute(&texture_shader, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitFetchShader(&texture_shader);
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WHBGfxInit();
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if (WHBGfxLoadGFDShaderGroup(&texture_shader, 0, rtexture))
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// Texture shader (with colour-key)
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if (WHBGfxLoadGFDShaderGroup(&texture_colour_key_shader, 0, rtexture_colour_key))
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{
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WHBGfxInitShaderAttribute(&texture_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitShaderAttribute(&texture_shader, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitFetchShader(&texture_shader);
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WHBGfxInitShaderAttribute(&texture_colour_key_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitShaderAttribute(&texture_colour_key_shader, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitFetchShader(&texture_colour_key_shader);
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if (WHBGfxLoadGFDShaderGroup(&texture_colour_key_shader, 0, rtexture_colour_key))
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// Colour-fill shader
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if (WHBGfxLoadGFDShaderGroup(&colour_fill_shader, 0, rcolour_fill))
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{
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WHBGfxInitShaderAttribute(&texture_colour_key_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitShaderAttribute(&texture_colour_key_shader, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitFetchShader(&texture_colour_key_shader);
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WHBGfxInitShaderAttribute(&colour_fill_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitFetchShader(&colour_fill_shader);
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if (WHBGfxLoadGFDShaderGroup(&colour_fill_shader, 0, rcolour_fill))
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// Initialise vertex position buffer
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vertex_position_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
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GX2R_RESOURCE_USAGE_CPU_READ |
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GX2R_RESOURCE_USAGE_CPU_WRITE |
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GX2R_RESOURCE_USAGE_GPU_READ);
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vertex_position_buffer.elemSize = 2 * sizeof(float);
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vertex_position_buffer.elemCount = 4;
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GX2RCreateBuffer(&vertex_position_buffer);
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// Initialise texture coordinate buffer
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texture_coordinate_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
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GX2R_RESOURCE_USAGE_CPU_READ |
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GX2R_RESOURCE_USAGE_CPU_WRITE |
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GX2R_RESOURCE_USAGE_GPU_READ);
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texture_coordinate_buffer.elemSize = 2 * sizeof(float);
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texture_coordinate_buffer.elemCount = 4;
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GX2RCreateBuffer(&texture_coordinate_buffer);
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// Initialise sampler
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GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_POINT);
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// Create framebuffer surface
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framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height);
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if (framebuffer_surface != NULL)
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{
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WHBGfxInitShaderAttribute(&colour_fill_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitFetchShader(&colour_fill_shader);
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// Create a 'context' (this voodoo magic can be used to undo `GX2SetColorBuffer`,
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// allowing us to draw to the screen once again).
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gx2_context = (GX2ContextState*)aligned_alloc(GX2_CONTEXT_STATE_ALIGNMENT, sizeof(GX2ContextState));
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memset(gx2_context, 0, sizeof(GX2ContextState));
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GX2SetupContextStateEx(gx2_context, TRUE);
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GX2SetContextState(gx2_context);
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// Initialise vertex position buffer
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vertex_position_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
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GX2R_RESOURCE_USAGE_CPU_READ |
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GX2R_RESOURCE_USAGE_CPU_WRITE |
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GX2R_RESOURCE_USAGE_GPU_READ);
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vertex_position_buffer.elemSize = 2 * sizeof(float);
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vertex_position_buffer.elemCount = 4;
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GX2RCreateBuffer(&vertex_position_buffer);
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// Initialise texture coordinate buffer
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texture_coordinate_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
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GX2R_RESOURCE_USAGE_CPU_READ |
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GX2R_RESOURCE_USAGE_CPU_WRITE |
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GX2R_RESOURCE_USAGE_GPU_READ);
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texture_coordinate_buffer.elemSize = 2 * sizeof(float);
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texture_coordinate_buffer.elemCount = 4;
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GX2RCreateBuffer(&texture_coordinate_buffer);
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// Initialise sampler
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GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_POINT);
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{
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// Disable depth-test (enabled by default for some reason)
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GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
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// Disable depth-test (enabled by default for some reason)
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GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
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// Enable blending
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// GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE);
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// Enable blending
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// GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE);
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// Set custom blending mode for pre-multiplied alpha
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/* GX2SetBlendControl(GX2_RENDER_TARGET_0,
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GX2_BLEND_MODE_ZERO,
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GX2_BLEND_MODE_ONE,
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GX2_BLEND_COMBINE_MODE_ADD,
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TRUE,
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GX2_BLEND_MODE_ZERO,
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GX2_BLEND_MODE_ONE,
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GX2_BLEND_COMBINE_MODE_ADD);
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*/
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// Do some binding
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// Set custom blending mode for pre-multiplied alpha
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/* GX2SetBlendControl(GX2_RENDER_TARGET_0,
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GX2_BLEND_MODE_ZERO,
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GX2_BLEND_MODE_ONE,
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GX2_BLEND_COMBINE_MODE_ADD,
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TRUE,
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GX2_BLEND_MODE_ZERO,
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GX2_BLEND_MODE_ONE,
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GX2_BLEND_COMBINE_MODE_ADD);
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*/
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// Do some binding
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/*
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WHBGfxBeginRender();
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StartFrameDraw();
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return framebuffer;
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}
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GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
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GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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WHBGfxFreeShaderGroup(&colour_fill_shader);
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// Draw to the gamepad
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WHBGfxBeginRenderDRC();
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WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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*/
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return framebuffer_surface;
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}
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WHBGfxFreeShaderGroup(&texture_colour_key_shader);
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GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
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GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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WHBGfxFreeShaderGroup(&colour_fill_shader);
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}
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WHBGfxFreeShaderGroup(&texture_shader);
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WHBGfxFreeShaderGroup(&texture_colour_key_shader);
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}
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WHBGfxShutdown();
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free(framebuffer);
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WHBGfxFreeShaderGroup(&texture_shader);
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}
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WHBGfxShutdown();
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return NULL;
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}
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void RenderBackend_Deinit(void)
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{
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free(gx2_context);
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RenderBackend_FreeSurface(framebuffer_surface);
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GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
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GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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@ -174,15 +171,84 @@ void RenderBackend_Deinit(void)
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WHBGfxFreeShaderGroup(&texture_shader);
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WHBGfxShutdown();
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free(framebuffer);
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}
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void RenderBackend_DrawScreen(void)
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{
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EndFrameDraw();
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// Make sure the buffers aren't currently being used before we modify them
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GX2DrawDone();
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StartFrameDraw();
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// Set buffer to full-screen
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float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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position_pointer[0] = -1.0f;
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position_pointer[1] = -1.0f;
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position_pointer[2] = 1.0f;
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position_pointer[3] = -1.0f;
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position_pointer[4] = 1.0f;
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position_pointer[5] = 1.0f;
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position_pointer[6] = -1.0f;
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position_pointer[7] = 1.0f;
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GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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// Set buffer to full-texture
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float *texture_coordinate_pointer = (float*)GX2RLockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
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texture_coordinate_pointer[0] = 0.0f;
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texture_coordinate_pointer[1] = 1.0f;
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texture_coordinate_pointer[2] = 1.0f;
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texture_coordinate_pointer[3] = 1.0f;
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texture_coordinate_pointer[4] = 1.0f;
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texture_coordinate_pointer[5] = 0.0f;
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texture_coordinate_pointer[6] = 0.0f;
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texture_coordinate_pointer[7] = 0.0f;
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GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
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WHBGfxBeginRender();
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// Draw to the TV
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WHBGfxBeginRenderTV();
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WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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// This might be needed? Not sure.
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// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
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GX2SetFetchShader(&texture_shader.fetchShader);
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GX2SetVertexShader(texture_shader.vertexShader);
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GX2SetPixelShader(texture_shader.pixelShader);
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GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
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GX2SetPixelTexture(&framebuffer_surface->texture, texture_shader.pixelShader->samplerVars[0].location);
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GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
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GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
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GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
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WHBGfxFinishRenderTV();
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// Draw to the gamepad
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WHBGfxBeginRenderDRC();
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WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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// This might be needed? Not sure.
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// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
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GX2SetFetchShader(&texture_shader.fetchShader);
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GX2SetVertexShader(texture_shader.vertexShader);
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GX2SetPixelShader(texture_shader.pixelShader);
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GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
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GX2SetPixelTexture(&framebuffer_surface->texture, texture_shader.pixelShader->samplerVars[0].location);
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GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
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GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
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GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
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WHBGfxFinishRenderDRC();
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WHBGfxFinishRender();
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// Do this or else the screen will never update. I wish I understood why.
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GX2SetContextState(gx2_context);
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}
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RenderBackend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height)
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if (surface != NULL)
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{
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surface->is_screen = false;
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surface->width = width;
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surface->height = height;
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GX2CalcSurfaceSizeAndAlignment(&surface->texture.surface);
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GX2InitTextureRegs(&surface->texture);
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// Initialise colour buffer (needed so the texture can be drawn to)
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memset(&surface->colour_buffer, 0, sizeof(surface->colour_buffer));
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surface->colour_buffer.surface = surface->texture.surface;
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surface->colour_buffer.viewNumSlices = 1;
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GX2InitColorBufferRegs(&surface->colour_buffer);
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if (GX2RCreateSurface(&surface->texture.surface, (GX2RResourceFlags)(GX2R_RESOURCE_BIND_TEXTURE | GX2R_RESOURCE_BIND_COLOR_BUFFER |
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GX2R_RESOURCE_USAGE_CPU_WRITE | GX2R_RESOURCE_USAGE_CPU_READ |
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GX2R_RESOURCE_USAGE_GPU_WRITE | GX2R_RESOURCE_USAGE_GPU_READ)))
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{
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return surface;
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if (GX2RCreateSurfaceUserMemory(&surface->colour_buffer.surface, (uint8_t*)surface->texture.surface.image, (uint8_t*)surface->texture.surface.mipmaps, surface->texture.surface.resourceFlags))
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return surface;
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GX2RDestroySurfaceEx(&surface->texture.surface, (GX2RResourceFlags)0);
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}
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free(surface);
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@ -227,6 +302,7 @@ void RenderBackend_FreeSurface(RenderBackend_Surface *surface)
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{
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if (surface != NULL)
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{
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GX2RDestroySurfaceEx(&surface->colour_buffer.surface, (GX2RResourceFlags)0);
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GX2RDestroySurfaceEx(&surface->texture.surface, (GX2RResourceFlags)0);
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free(surface);
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}
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@ -293,11 +369,10 @@ void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBacke
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if (source_surface == NULL || destination_surface == NULL)
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return;
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if (source_surface->is_screen || !destination_surface->is_screen)
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return;
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// Make sure the buffers aren't currently being used before we modify them
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GX2DrawDone();
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// Set vertex position buffer
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const float destination_left = x;
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const float destination_top = y;
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const float destination_right = x + (rect->right - rect->left);
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@ -312,18 +387,21 @@ void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBacke
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position_pointer[5] = destination_bottom;
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position_pointer[6] = destination_left;
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position_pointer[7] = destination_bottom;
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for (unsigned int i = 0; i < 8; i += 2)
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{
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position_pointer[i + 0] /= framebuffer_width;
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position_pointer[i + 0] /= destination_surface->width;
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position_pointer[i + 0] *= 2.0f;
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position_pointer[i + 0] -= 1.0f;
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position_pointer[i + 1] /= framebuffer_height;
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position_pointer[i + 1] /= destination_surface->height;
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position_pointer[i + 1] *= -2.0f;
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position_pointer[i + 1] += 1.0f;
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}
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GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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// Set texture coordinate buffer
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float *texture_coordinate_pointer = (float*)GX2RLockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
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texture_coordinate_pointer[0] = rect->left / (float)source_surface->width;
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texture_coordinate_pointer[1] = rect->top / (float)source_surface->height;
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@ -335,15 +413,26 @@ void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBacke
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texture_coordinate_pointer[7] = rect->bottom / (float)source_surface->height;
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GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
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GX2SetFetchShader(&texture_colour_key_shader.fetchShader);
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GX2SetVertexShader(texture_colour_key_shader.vertexShader);
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GX2SetPixelShader(texture_colour_key_shader.pixelShader);
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// 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);
|
||||
|
|
Loading…
Add table
Reference in a new issue