diff --git a/src/Backends/Rendering/WiiU.cpp b/src/Backends/Rendering/WiiU.cpp index 013109af..7c1c66e2 100644 --- a/src/Backends/Rendering/WiiU.cpp +++ b/src/Backends/Rendering/WiiU.cpp @@ -313,14 +313,14 @@ void RenderBackend_DrawScreen(void) VertexBufferSlot *vertex_buffer_slot = (VertexBufferSlot*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0); // Set buffer to (4:3) full-screen - vertex_buffer_slot->vertices[0].position.x = -12.0f / 16.0f; - vertex_buffer_slot->vertices[0].position.y = -1.0f; - vertex_buffer_slot->vertices[1].position.x = 12.0f / 16.0f; - vertex_buffer_slot->vertices[1].position.y = -1.0f; - vertex_buffer_slot->vertices[2].position.x = 12.0f / 16.0f; - vertex_buffer_slot->vertices[2].position.y = 1.0f; - vertex_buffer_slot->vertices[3].position.x = -12.0f / 16.0f; - vertex_buffer_slot->vertices[3].position.y = 1.0f; + vertex_buffer_slot->vertices[0].position.x = -12.0f / 16.0f + 1.0f; + vertex_buffer_slot->vertices[0].position.y = -2.0f; + vertex_buffer_slot->vertices[1].position.x = 12.0f / 16.0f + 1.0f; + vertex_buffer_slot->vertices[1].position.y = -2.0f; + vertex_buffer_slot->vertices[2].position.x = 12.0f / 16.0f + 1.0f; + vertex_buffer_slot->vertices[2].position.y = 0.0f; + vertex_buffer_slot->vertices[3].position.x = -12.0f / 16.0f + 1.0f; + vertex_buffer_slot->vertices[3].position.y = 0.0f; // Set buffer to full-texture vertex_buffer_slot->vertices[0].texture.x = 0.0f; @@ -337,7 +337,7 @@ void RenderBackend_DrawScreen(void) // Disable blending GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE); - const float texture_coordinate_transform[2] = {1.0f, 1.0f}; + const float plain_vec4[4] = {1.0f, 1.0f, 1.0f, 1.0f}; // Start drawing WHBGfxBeginRender(); @@ -358,7 +358,8 @@ void RenderBackend_DrawScreen(void) GX2SetPixelShader(shader_group_texture.pixelShader); // Set shader uniforms - GX2SetVertexUniformReg(shader_group_texture.vertexShader->uniformVars[0].offset, 2, (uint32_t*)&texture_coordinate_transform); + GX2SetVertexUniformReg(shader_group_texture.vertexShader->uniformVars[0].offset, 4, (uint32_t*)plain_vec4); + GX2SetVertexUniformReg(shader_group_texture.vertexShader->uniformVars[1].offset, 4, (uint32_t*)plain_vec4); // Bind a few things GX2SetPixelSampler(&sampler, shader_group_texture.pixelShader->samplerVars[0].location); @@ -387,7 +388,8 @@ void RenderBackend_DrawScreen(void) GX2SetPixelShader(shader_group_texture.pixelShader); // Set shader uniforms - GX2SetVertexUniformReg(shader_group_texture.vertexShader->uniformVars[0].offset, 2, (uint32_t*)&texture_coordinate_transform); + GX2SetVertexUniformReg(shader_group_texture.vertexShader->uniformVars[0].offset, 4, (uint32_t*)plain_vec4); + GX2SetVertexUniformReg(shader_group_texture.vertexShader->uniformVars[1].offset, 4, (uint32_t*)plain_vec4); // Bind a few things GX2SetPixelSampler(&sampler, shader_group_texture.pixelShader->samplerVars[0].location); @@ -560,8 +562,10 @@ void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBacke GX2SetPixelShader(shader->pixelShader); // Set shader uniforms (for some reason this vec2 needs padding to a vec4) + const float vertex_coordinate_transform[4] = {2.0f / destination_surface->texture.surface.width, -2.0f / destination_surface->texture.surface.height, 1.0f, 1.0f}; const float texture_coordinate_transform[4] = {1.0f / source_surface->texture.surface.width, 1.0f / source_surface->texture.surface.height, 1.0f, 1.0f}; - GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[0].offset, 4, (uint32_t*)texture_coordinate_transform); + GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[0].offset, 4, (uint32_t*)vertex_coordinate_transform); + GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[1].offset, 4, (uint32_t*)texture_coordinate_transform); // Bind misc. data GX2SetPixelSampler(&sampler, shader->pixelShader->samplerVars[0].location); @@ -578,10 +582,10 @@ void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBacke if (vertex_buffer_slot != NULL) { // Set vertex position buffer - const float vertex_left = x * 2.0f / destination_surface->texture.surface.width - 1.0f; - const float vertex_top = y * -2.0f / destination_surface->texture.surface.height + 1.0f; - const float vertex_right = (x + (rect->right - rect->left)) * 2.0f / destination_surface->texture.surface.width - 1.0f; - const float vertex_bottom = (y + (rect->bottom - rect->top)) * -2.0f / destination_surface->texture.surface.height + 1.0f; + const float vertex_left = x; + const float vertex_top = y; + const float vertex_right = x + (rect->right - rect->left); + const float vertex_bottom = y + (rect->bottom - rect->top); vertex_buffer_slot->vertices[0].position.x = vertex_left; vertex_buffer_slot->vertices[0].position.y = vertex_top; @@ -641,6 +645,10 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBacken GX2SetVertexShader(shader_group_colour_fill.vertexShader); GX2SetPixelShader(shader_group_colour_fill.pixelShader); + // Set shader uniforms (for some reason this vec2 needs padding to a vec4) + const float vertex_coordinate_transform[4] = {2.0f / surface->texture.surface.width, -2.0f / surface->texture.surface.height, 1.0f, 1.0f}; + GX2SetVertexUniformReg(shader_group_colour_fill.vertexShader->uniformVars[0].offset, 4, (uint32_t*)vertex_coordinate_transform); + // Bind misc. data GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position)); @@ -653,10 +661,10 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBacken if (vertex_buffer_slot != NULL) { // Set vertex position buffer - const float vertex_left = rect->left * 2.0f / surface->texture.surface.width - 1.0f; - const float vertex_top = rect->top * -2.0f / surface->texture.surface.height + 1.0f; - const float vertex_right = rect->right * 2.0f / surface->texture.surface.width - 1.0f; - const float vertex_bottom = rect->bottom * -2.0f / surface->texture.surface.height + 1.0f; + const float vertex_left = rect->left; + const float vertex_top = rect->top; + const float vertex_right = rect->right; + const float vertex_bottom = rect->bottom; vertex_buffer_slot->vertices[0].position.x = vertex_left; vertex_buffer_slot->vertices[0].position.y = vertex_top; @@ -767,8 +775,10 @@ void RenderBackend_PrepareToDrawGlyphs(RenderBackend_GlyphAtlas *atlas, RenderBa GX2SetPixelShader(shader_group_glyph.pixelShader); // Set shader uniforms (for some reason this vec2 needs padding to a vec4) + const float vertex_coordinate_transform[4] = {2.0f / glyph_destination_surface->texture.surface.width, -2.0f / glyph_destination_surface->texture.surface.height, 1.0f, 1.0f}; const float texture_coordinate_transform[4] = {1.0f / atlas->texture.surface.width, 1.0f / atlas->texture.surface.height, 1.0f, 1.0f}; - GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[0].offset, 4, (uint32_t*)texture_coordinate_transform); + GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[0].offset, 4, (uint32_t*)vertex_coordinate_transform); + GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[1].offset, 4, (uint32_t*)texture_coordinate_transform); // Bind misc. data GX2SetPixelSampler(&sampler, shader_group_glyph.pixelShader->samplerVars[0].location); @@ -788,10 +798,10 @@ void RenderBackend_DrawGlyph(long x, long y, size_t glyph_x, size_t glyph_y, siz if (vertex_buffer_slot != NULL) { // Set vertex position buffer - const float vertex_left = x * 2.0f / glyph_destination_surface->texture.surface.width - 1.0f; - const float vertex_top = y * -2.0f / glyph_destination_surface->texture.surface.height + 1.0f; - const float vertex_right = (x + glyph_width) * 2.0f / glyph_destination_surface->texture.surface.width - 1.0f; - const float vertex_bottom = (y + glyph_height) * -2.0f / glyph_destination_surface->texture.surface.height + 1.0f; + const float vertex_left = x; + const float vertex_top = y; + const float vertex_right = x + glyph_width; + const float vertex_bottom = y + glyph_height; vertex_buffer_slot->vertices[0].position.x = vertex_left; vertex_buffer_slot->vertices[0].position.y = vertex_top; diff --git a/src/Backends/Rendering/WiiUShaders/colour_fill.gsh.h b/src/Backends/Rendering/WiiUShaders/colour_fill.gsh.h index d9d2857f..ac833a58 100644 --- a/src/Backends/Rendering/WiiUShaders/colour_fill.gsh.h +++ b/src/Backends/Rendering/WiiUShaders/colour_fill.gsh.h @@ -1,23 +1,25 @@ -71,102,120,50,0,0,0,32,0,0,0,7,0,0,0,1,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,66,76,75,123,0,0,0,32,0,0,0,1,0,0,0,0,0,0,0,3,0,0,1,144,0,0,0,0,0,0,0,0, +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, 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