Added font rendering to Wii U

This commit is contained in:
Clownacy 2020-04-21 12:45:37 +01:00
parent 00792413f8
commit 69e0d868a0
5 changed files with 294 additions and 55 deletions

View file

@ -20,6 +20,7 @@
#include "../Misc.h"
#include "../WiiU/colour_fill.gsh.h"
#include "../WiiU/glyph.gsh.h"
#include "../WiiU/texture.gsh.h"
#include "../WiiU/texture_colour_key.gsh.h"
@ -34,11 +35,15 @@ typedef struct RenderBackend_Surface
typedef struct RenderBackend_Glyph
{
GX2Texture texture;
unsigned int width;
unsigned int height;
} RenderBackend_Glyph;
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;
@ -49,6 +54,9 @@ static RenderBackend_Surface *framebuffer_surface;
static GX2ContextState *gx2_context;
static RenderBackend_Surface *glyph_destination_surface;
static const unsigned char *glyph_colour_channels;
RenderBackend_Surface* RenderBackend_Init(const char *window_title, int screen_width, int screen_height, bool fullscreen)
{
(void)window_title;
@ -78,64 +86,74 @@ RenderBackend_Surface* RenderBackend_Init(const char *window_title, int screen_w
WHBGfxInitShaderAttribute(&colour_fill_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&colour_fill_shader);
// 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)
// Glyph shader
if (WHBGfxLoadGFDShaderGroup(&glyph_shader, 0, rglyph))
{
// 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);
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);
// Disable depth-test (enabled by default for some reason)
GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
// 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)
{
// 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);
// 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);
*/
// 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);
*/
return framebuffer_surface;
return framebuffer_surface;
}
GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
WHBGfxFreeShaderGroup(&glyph_shader);
}
GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
WHBGfxFreeShaderGroup(&colour_fill_shader);
}
@ -280,7 +298,8 @@ 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 |
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)
@ -327,8 +346,8 @@ 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
// Create a temporary RGB24 buffer (this backend uses RGBA32
// internally, so we can't just use a locked texture)
surface->lock_buffer = (unsigned char*)malloc(width * height * 3);
*pitch = width * 3;
@ -496,30 +515,163 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBacken
RenderBackend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
{
RenderBackend_Glyph *glyph = (RenderBackend_Glyph*)malloc(sizeof(RenderBackend_Glyph));
if (glyph != NULL)
{
glyph->width = width;
glyph->height = height;
// Initialise texture
memset(&glyph->texture, 0, sizeof(glyph->texture));
glyph->texture.surface.width = width;
glyph->texture.surface.height = height;
glyph->texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8_G8_B8_A8;
glyph->texture.surface.depth = 1;
glyph->texture.surface.dim = GX2_SURFACE_DIM_TEXTURE_2D;
glyph->texture.surface.tileMode = GX2_TILE_MODE_LINEAR_ALIGNED;
glyph->texture.surface.mipLevels = 1;
glyph->texture.viewNumMips = 1;
glyph->texture.viewNumSlices = 1;
glyph->texture.compMap = 0x00010203;
GX2CalcSurfaceSizeAndAlignment(&glyph->texture.surface);
GX2InitTextureRegs(&glyph->texture);
if (GX2RCreateSurface(&glyph->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)))
{
// Convert from RGB24 to RGBA32, and upload it to the GPU texture
unsigned char *framebuffer = (unsigned char*)GX2RLockSurfaceEx(&glyph->texture.surface, 0, (GX2RResourceFlags)0);
const unsigned char *in_pointer = pixels;
for (size_t y = 0; y < height; ++y)
{
unsigned char *out_pointer = &framebuffer[glyph->texture.surface.pitch * 4 * y];
for (size_t x = 0; x < width; ++x)
{
*out_pointer++ = *in_pointer++;
*out_pointer++ = 0;
*out_pointer++ = 0;
*out_pointer++ = 0xFF;
}
}
GX2RUnlockSurfaceEx(&glyph->texture.surface, 0, (GX2RResourceFlags)0);
return glyph;
}
free(glyph);
}
return NULL;
}
void RenderBackend_UnloadGlyph(RenderBackend_Glyph *glyph)
{
if (glyph == NULL)
return;
if (glyph != NULL)
{
GX2RDestroySurfaceEx(&glyph->texture.surface, (GX2RResourceFlags)0);
free(glyph);
}
}
void RenderBackend_PrepareToDrawGlyphs(RenderBackend_Surface *destination_surface, const unsigned char *colour_channels)
{
if (destination_surface == NULL)
return;
glyph_destination_surface = destination_surface;
glyph_colour_channels = colour_channels;
// Enable blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE);
}
void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y)
{
if (glyph == NULL)
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 + 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;
for (unsigned int i = 0; i < 8; i += 2)
{
position_pointer[i + 0] /= glyph_destination_surface->width;
position_pointer[i + 0] *= 2.0f;
position_pointer[i + 0] -= 1.0f;
position_pointer[i + 1] /= glyph_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] = 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);
// Draw to the selected texture, instead of the screen
GX2SetColorBuffer(&glyph_destination_surface->colour_buffer, GX2_RENDER_TARGET_0);
GX2SetViewport(0.0f, 0.0f, (float)glyph_destination_surface->colour_buffer.surface.width, (float)glyph_destination_surface->colour_buffer.surface.height, 0.0f, 1.0f);
GX2SetScissor(0, 0, glyph_destination_surface->colour_buffer.surface.width, glyph_destination_surface->colour_buffer.surface.height);
// Select shader
WHBGfxShaderGroup *shader = &glyph_shader;
// Bind it
GX2SetFetchShader(&shader->fetchShader);
GX2SetVertexShader(shader->vertexShader);
GX2SetPixelShader(shader->pixelShader);
// Bind misc. data
GX2SetPixelSampler(&sampler, shader->pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&glyph->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);
// Set the colour
const float uniform_colours[4] = {glyph_colour_channels[0] / 255.0f, glyph_colour_channels[1] / 255.0f, glyph_colour_channels[2] / 255.0f, 1.0f};
GX2SetPixelUniformReg(glyph_shader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
}
void RenderBackend_FlushGlyphs(void)
{
// Disable blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE);
}
void RenderBackend_HandleRenderTargetLoss(void)

View file

@ -0,0 +1,56 @@
#pragma once
static const unsigned char rglyph[0x674] = {
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0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,4,0,0,0,0
};

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#version 150 core
layout(location = 0) uniform sampler2D tex;
layout(location = 0) uniform vec4 colour;
in vec2 texture_coordinates;
out vec4 fragment;
void main()
{
fragment = colour * vec4(1.0, 1.0, 1.0, texture(tex, texture_coordinates).r);
}

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; $MODE = "UniformRegister"
; $SAMPLER_VARS[0].name= "tex"
; $SAMPLER_VARS[0].type= "sampler2D"
; $SAMPLER_VARS[0].location = 0
; $NUM_SPI_PS_INPUT_CNTL = 1
; $SPI_PS_INPUT_CNTL[0].semantic = 0
; $SPI_PS_INPUT_CNTL[0].default_val = 1
; $UNIFORM_VARS[0].name = "colour"
; $UNIFORM_VARS[0].type = "vec4"
; $UNIFORM_VARS[0].count = 1
; $UNIFORM_VARS[0].offset = 0
; $UNIFORM_VARS[0].block = -1
00 TEX: ADDR(48) CNT(1) VALID_PIX
0 SAMPLE R0.___x, R0.xy0x, t0, s0
01 ALU: ADDR(32) CNT(6)
1 x: MUL R0.x, C0.x, 1.0f
y: MUL R0.y, C0.y, 1.0f
z: MUL R0.z, C0.z, 1.0f
w: MUL R0.w, R0.w, C0.w
02 EXP_DONE: PIX0, R0
END_OF_PROGRAM