diff --git a/src/Backends/Rendering/WiiU.cpp b/src/Backends/Rendering/WiiU.cpp index 79f81c4d..e86ae293 100644 --- a/src/Backends/Rendering/WiiU.cpp +++ b/src/Backends/Rendering/WiiU.cpp @@ -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) diff --git a/src/Backends/WiiU/glyph.gsh.h b/src/Backends/WiiU/glyph.gsh.h new file mode 100644 index 00000000..cc6f4a19 --- /dev/null +++ b/src/Backends/WiiU/glyph.gsh.h @@ -0,0 +1,56 @@ +#pragma once + +static const unsigned char rglyph[0x674] = { + 71,102,120,50,0,0,0,32,0,0,0,7,0,0,0,1,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0, + 66,76,75,123,0,0,0,32,0,0,0,1,0,0,0,0,0,0,0,3,0,0,1,192,0,0,0,0,0,0,0,0, + 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, + 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, + 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, + 0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255, + 0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255, + 0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255, + 0,0,0,255,0,0,0,0,0,0,0,14,0,0,0,16,0,0,1,24,0,0,0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, + 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, + 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 +}; diff --git a/src/Backends/WiiU/shader sources/glyph.frag b/src/Backends/WiiU/shader sources/glyph.frag new file mode 100644 index 00000000..1ac13551 --- /dev/null +++ b/src/Backends/WiiU/shader sources/glyph.frag @@ -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); +} \ No newline at end of file diff --git a/src/Backends/WiiU/shader sources/glyph.gsh b/src/Backends/WiiU/shader sources/glyph.gsh new file mode 100644 index 00000000..63dd919e Binary files /dev/null and b/src/Backends/WiiU/shader sources/glyph.gsh differ diff --git a/src/Backends/WiiU/shader sources/glyph.psh b/src/Backends/WiiU/shader sources/glyph.psh new file mode 100644 index 00000000..3e11d575 --- /dev/null +++ b/src/Backends/WiiU/shader sources/glyph.psh @@ -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