Added font rendering to Wii U
This commit is contained in:
parent
00792413f8
commit
69e0d868a0
5 changed files with 294 additions and 55 deletions
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@ -20,6 +20,7 @@
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#include "../Misc.h"
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#include "../WiiU/colour_fill.gsh.h"
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#include "../WiiU/glyph.gsh.h"
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#include "../WiiU/texture.gsh.h"
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#include "../WiiU/texture_colour_key.gsh.h"
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@ -34,11 +35,15 @@ typedef struct RenderBackend_Surface
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typedef struct RenderBackend_Glyph
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{
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GX2Texture texture;
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unsigned int width;
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unsigned int height;
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} RenderBackend_Glyph;
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static WHBGfxShaderGroup texture_shader;
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static WHBGfxShaderGroup texture_colour_key_shader;
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static WHBGfxShaderGroup colour_fill_shader;
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static WHBGfxShaderGroup glyph_shader;
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static GX2RBuffer vertex_position_buffer;
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static GX2RBuffer texture_coordinate_buffer;
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@ -49,6 +54,9 @@ static RenderBackend_Surface *framebuffer_surface;
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static GX2ContextState *gx2_context;
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static RenderBackend_Surface *glyph_destination_surface;
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static const unsigned char *glyph_colour_channels;
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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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@ -78,64 +86,74 @@ RenderBackend_Surface* RenderBackend_Init(const char *window_title, int screen_w
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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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// 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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// Glyph shader
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if (WHBGfxLoadGFDShaderGroup(&glyph_shader, 0, rglyph))
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{
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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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WHBGfxInitShaderAttribute(&glyph_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitShaderAttribute(&glyph_shader, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitFetchShader(&glyph_shader);
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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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// 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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// 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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// 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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// 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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return framebuffer_surface;
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return framebuffer_surface;
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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(&glyph_shader);
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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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}
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@ -280,7 +298,8 @@ RenderBackend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned
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GX2CalcSurfaceSizeAndAlignment(&surface->texture.surface);
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GX2InitTextureRegs(&surface->texture);
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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 |
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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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// Initialise colour buffer (needed so the texture can be drawn to)
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@ -327,8 +346,8 @@ unsigned char* RenderBackend_LockSurface(RenderBackend_Surface *surface, unsigne
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{
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if (surface != NULL)
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{
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// Create an RGB24 buffer (this backend uses RGBA32 internally,
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// so we can't just lock the texture
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// Create a temporary RGB24 buffer (this backend uses RGBA32
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// internally, so we can't just use a locked texture)
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surface->lock_buffer = (unsigned char*)malloc(width * height * 3);
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*pitch = width * 3;
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@ -496,30 +515,163 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBacken
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RenderBackend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
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{
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RenderBackend_Glyph *glyph = (RenderBackend_Glyph*)malloc(sizeof(RenderBackend_Glyph));
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if (glyph != NULL)
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{
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glyph->width = width;
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glyph->height = height;
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// Initialise texture
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memset(&glyph->texture, 0, sizeof(glyph->texture));
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glyph->texture.surface.width = width;
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glyph->texture.surface.height = height;
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glyph->texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8_G8_B8_A8;
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glyph->texture.surface.depth = 1;
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glyph->texture.surface.dim = GX2_SURFACE_DIM_TEXTURE_2D;
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glyph->texture.surface.tileMode = GX2_TILE_MODE_LINEAR_ALIGNED;
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glyph->texture.surface.mipLevels = 1;
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glyph->texture.viewNumMips = 1;
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glyph->texture.viewNumSlices = 1;
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glyph->texture.compMap = 0x00010203;
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GX2CalcSurfaceSizeAndAlignment(&glyph->texture.surface);
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GX2InitTextureRegs(&glyph->texture);
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if (GX2RCreateSurface(&glyph->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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// Convert from RGB24 to RGBA32, and upload it to the GPU texture
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unsigned char *framebuffer = (unsigned char*)GX2RLockSurfaceEx(&glyph->texture.surface, 0, (GX2RResourceFlags)0);
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const unsigned char *in_pointer = pixels;
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for (size_t y = 0; y < height; ++y)
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{
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unsigned char *out_pointer = &framebuffer[glyph->texture.surface.pitch * 4 * y];
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for (size_t x = 0; x < width; ++x)
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{
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*out_pointer++ = *in_pointer++;
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*out_pointer++ = 0;
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*out_pointer++ = 0;
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*out_pointer++ = 0xFF;
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}
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}
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GX2RUnlockSurfaceEx(&glyph->texture.surface, 0, (GX2RResourceFlags)0);
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return glyph;
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}
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free(glyph);
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}
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return NULL;
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}
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void RenderBackend_UnloadGlyph(RenderBackend_Glyph *glyph)
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{
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if (glyph == NULL)
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return;
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if (glyph != NULL)
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{
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GX2RDestroySurfaceEx(&glyph->texture.surface, (GX2RResourceFlags)0);
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free(glyph);
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}
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}
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void RenderBackend_PrepareToDrawGlyphs(RenderBackend_Surface *destination_surface, const unsigned char *colour_channels)
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{
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if (destination_surface == NULL)
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return;
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glyph_destination_surface = destination_surface;
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glyph_colour_channels = colour_channels;
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// Enable blending
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GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE);
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}
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void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y)
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{
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if (glyph == NULL)
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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 + glyph->width;
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const float destination_bottom = y + glyph->height;
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float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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position_pointer[0] = destination_left;
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position_pointer[1] = destination_top;
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position_pointer[2] = destination_right;
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position_pointer[3] = destination_top;
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position_pointer[4] = destination_right;
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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] /= glyph_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] /= glyph_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] = 0.0f;
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texture_coordinate_pointer[1] = 0.0f;
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texture_coordinate_pointer[2] = 1.0f;
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texture_coordinate_pointer[3] = 0.0f;
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texture_coordinate_pointer[4] = 1.0f;
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texture_coordinate_pointer[5] = 1.0f;
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texture_coordinate_pointer[6] = 0.0f;
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texture_coordinate_pointer[7] = 1.0f;
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GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
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// Draw to the selected texture, instead of the screen
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GX2SetColorBuffer(&glyph_destination_surface->colour_buffer, GX2_RENDER_TARGET_0);
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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);
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GX2SetScissor(0, 0, glyph_destination_surface->colour_buffer.surface.width, glyph_destination_surface->colour_buffer.surface.height);
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// Select shader
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WHBGfxShaderGroup *shader = &glyph_shader;
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// Bind it
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GX2SetFetchShader(&shader->fetchShader);
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GX2SetVertexShader(shader->vertexShader);
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GX2SetPixelShader(shader->pixelShader);
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// Bind misc. data
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GX2SetPixelSampler(&sampler, shader->pixelShader->samplerVars[0].location);
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GX2SetPixelTexture(&glyph->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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// Set the colour
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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};
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GX2SetPixelUniformReg(glyph_shader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
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// Draw
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GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
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}
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void RenderBackend_FlushGlyphs(void)
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{
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// Disable blending
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GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE);
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}
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void RenderBackend_HandleRenderTargetLoss(void)
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56
src/Backends/WiiU/glyph.gsh.h
Normal file
56
src/Backends/WiiU/glyph.gsh.h
Normal file
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@ -0,0 +1,56 @@
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#pragma once
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static const unsigned char rglyph[0x674] = {
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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,
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66,76,75,123,0,0,0,32,0,0,0,1,0,0,0,0,0,0,0,3,0,0,1,192,0,0,0,0,0,0,0,0,
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0,0,1,3,0,0,0,0,0,0,0,0,0,0,0,1,255,255,255,0,255,255,255,255,255,255,255,255,255,255,255,255,
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255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,0,0,0,0,255,255,255,252,
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0,0,0,2,0,0,0,1,0,0,0,0,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,
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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,
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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,
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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,
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0,0,0,255,0,0,0,0,0,0,0,14,0,0,0,16,0,0,1,24,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,2,208,96,1,52,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,202,112,1,84,0,0,0,9,0,0,0,0,
|
||||
0,0,0,1,202,112,1,112,0,0,0,9,0,0,0,0,0,0,0,0,105,110,112,117,116,95,116,101,120,116,117,114,
|
||||
101,95,99,111,111,114,100,105,110,97,116,101,115,0,0,0,105,110,112,117,116,95,118,101,114,116,101,120,95,99,111,111,
|
||||
114,100,105,110,97,116,101,115,0,0,0,0,208,96,1,8,202,112,1,52,202,112,1,68,125,66,76,75,0,0,0,40,
|
||||
0,0,0,0,0,0,1,140,208,96,0,0,0,0,0,56,208,96,1,84,0,0,0,0,0,0,0,3,208,96,1,140,
|
||||
66,76,75,123,0,0,0,32,0,0,0,1,0,0,0,0,0,0,0,5,0,0,1,24,0,0,0,1,0,0,0,0,
|
||||
0,0,0,0,0,0,128,9,32,0,0,0,0,0,4,160,60,32,1,0,136,6,0,148,0,192,0,0,136,4,0,20,
|
||||
34,0,0,0,0,0,0,160,0,0,0,0,0,0,32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
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,
|
||||
1,0,0,0,144,12,32,0,1,4,0,128,144,12,32,32,0,0,0,128,0,13,0,0,66,76,75,123,0,0,0,32,
|
||||
0,0,0,1,0,0,0,0,0,0,0,6,0,0,1,76,0,0,0,2,0,0,0,0,0,0,0,1,0,0,0,2,
|
||||
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,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,15,0,0,0,1,0,0,0,16,0,0,0,0,0,0,1,144,
|
||||
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,
|
||||
0,0,0,0,0,0,0,0,0,0,0,1,208,96,0,252,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
202,112,1,8,0,0,0,11,0,0,0,1,0,0,0,0,255,255,255,255,202,112,1,16,0,0,0,1,0,0,0,0,
|
||||
99,111,108,111,117,114,0,0,116,101,120,0,208,96,0,188,208,96,0,212,202,112,0,232,202,112,0,252,125,66,76,75,
|
||||
0,0,0,40,0,0,0,0,0,0,1,20,208,96,0,0,0,0,0,12,208,96,1,8,0,0,0,0,0,0,0,4,
|
||||
208,96,1,20,66,76,75,123,0,0,0,32,0,0,0,1,0,0,0,0,0,0,0,7,0,0,1,144,0,0,0,3,
|
||||
0,0,0,0,48,0,0,0,0,0,192,128,32,0,0,0,0,0,20,160,0,0,0,0,136,6,32,148,0,0,0,0,
|
||||
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,
|
||||
0,0,0,0,0,161,31,0,144,0,0,0,0,165,159,0,144,0,0,32,0,169,31,1,144,0,0,64,0,12,160,129,
|
||||
144,0,0,96,0,0,128,63,0,0,128,63,0,0,128,63,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,16,0,0,0,0,254,3,240,0,0,128,16,0,0,0,0,66,76,75,123,0,0,0,32,0,0,0,1,
|
||||
0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,4,0,0,0,0
|
||||
};
|
9
src/Backends/WiiU/shader sources/glyph.frag
Normal file
9
src/Backends/WiiU/shader sources/glyph.frag
Normal file
|
@ -0,0 +1,9 @@
|
|||
#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);
|
||||
}
|
BIN
src/Backends/WiiU/shader sources/glyph.gsh
Normal file
BIN
src/Backends/WiiU/shader sources/glyph.gsh
Normal file
Binary file not shown.
22
src/Backends/WiiU/shader sources/glyph.psh
Normal file
22
src/Backends/WiiU/shader sources/glyph.psh
Normal file
|
@ -0,0 +1,22 @@
|
|||
; $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
|
Loading…
Add table
Reference in a new issue