Remove old Wii U window backend
Made redundant by hardware-accelerated one.
This commit is contained in:
parent
fe69a5d76d
commit
8945ca8275
3 changed files with 212 additions and 356 deletions
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@ -391,7 +391,7 @@ elseif(BACKEND_PLATFORM MATCHES "GLFW3" AND BACKEND_RENDERER MATCHES "Software")
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target_sources(CSE2 PRIVATE "src/Backends/GLFW3/Window-Software.cpp")
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elseif(BACKEND_PLATFORM MATCHES "WiiU" AND BACKEND_RENDERER MATCHES "WiiU")
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elseif(BACKEND_PLATFORM MATCHES "WiiU" AND BACKEND_RENDERER MATCHES "Software")
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target_sources(CSE2 PRIVATE "src/Backends/WiiU/Window-Software-Polygon.cpp")
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target_sources(CSE2 PRIVATE "src/Backends/WiiU/Window-Software.cpp")
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elseif(BACKEND_PLATFORM MATCHES "Null" AND BACKEND_RENDERER MATCHES "Software")
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target_sources(CSE2 PRIVATE "src/Backends/Null/Window-Software.cpp")
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else()
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@ -1,269 +0,0 @@
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// Sexy new backend that bounces the software-rendered frame to the GPU,
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// eliminating V-tearing, and gaining support for rendering to the TV for
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// free!
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#include "../Window-Software.h"
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#include <stddef.h>
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#include <stdlib.h>
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#include <string.h>
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#include <gx2/display.h>
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#include <gx2/draw.h>
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#include <gx2/registers.h>
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#include <gx2/sampler.h>
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#include <gx2/texture.h>
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#include <gx2r/buffer.h>
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#include <gx2r/draw.h>
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#include <gx2r/resource.h>
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#include <gx2r/surface.h>
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#include <whb/gfx.h>
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#include "../../Attributes.h"
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#include "shaders/texture.gsh.h"
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typedef struct Viewport
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{
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float x;
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float y;
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float width;
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float height;
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} Viewport;
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static unsigned char *fake_framebuffer;
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static size_t fake_framebuffer_width;
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static size_t fake_framebuffer_height;
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static WHBGfxShaderGroup shader_group;
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static GX2RBuffer vertex_position_buffer;
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static GX2RBuffer texture_coordinate_buffer;
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static GX2Sampler sampler;
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static GX2Texture screen_texture;
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static Viewport tv_viewport;
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static Viewport drc_viewport;
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static void CalculateViewport(unsigned int actual_screen_width, unsigned int actual_screen_height, Viewport *viewport)
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{
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if ((float)actual_screen_width / (float)actual_screen_height > (float)fake_framebuffer_width / (float)fake_framebuffer_height)
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{
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viewport->y = 0.0f;
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viewport->height = actual_screen_height;
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viewport->width = fake_framebuffer_width * ((float)actual_screen_height / (float)fake_framebuffer_height);
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viewport->x = (actual_screen_width - viewport->width) / 2;
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}
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else
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{
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viewport->x = 0.0f;
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viewport->width = actual_screen_width;
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viewport->height = fake_framebuffer_height * ((float)actual_screen_width / (float)fake_framebuffer_width);
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viewport->y = (actual_screen_height - viewport->height) / 2;
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}
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}
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bool WindowBackend_Software_CreateWindow(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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fake_framebuffer_width = screen_width;
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fake_framebuffer_height = screen_height;
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fake_framebuffer = (unsigned char*)malloc(fake_framebuffer_width * fake_framebuffer_height * 3);
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if (fake_framebuffer != NULL)
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{
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WHBGfxInit();
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if (WHBGfxLoadGFDShaderGroup(&shader_group, 0, rtexture))
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{
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WHBGfxInitShaderAttribute(&shader_group, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitShaderAttribute(&shader_group, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitFetchShader(&shader_group);
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// Initialise vertex position buffer
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const float vertex_positions[4][2] = {
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{-1.0f, 1.0f},
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{ 1.0f, 1.0f},
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{ 1.0f, -1.0f},
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{-1.0f, -1.0f}
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};
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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 = sizeof(vertex_positions[0]);
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vertex_position_buffer.elemCount = sizeof(vertex_positions) / sizeof(vertex_positions[0]);
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GX2RCreateBuffer(&vertex_position_buffer);
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memcpy(GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0), vertex_positions, sizeof(vertex_positions));
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GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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// Initialise texture coordinate buffer
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const float texture_coordinates[4][2] = {
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{0.0f, 0.0f},
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{1.0f, 0.0f},
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{1.0f, 1.0f},
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{0.0f, 1.0f}
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};
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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 = sizeof(texture_coordinates[0]);
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texture_coordinate_buffer.elemCount = sizeof(texture_coordinates) / sizeof(texture_coordinates[0]);
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GX2RCreateBuffer(&texture_coordinate_buffer);
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memcpy(GX2RLockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0), texture_coordinates, sizeof(texture_coordinates));
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GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
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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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// Initialise screen texture
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screen_texture.surface.width = fake_framebuffer_width;
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screen_texture.surface.height = fake_framebuffer_height;
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screen_texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8_G8_B8_A8;
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screen_texture.surface.depth = 1;
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screen_texture.surface.dim = GX2_SURFACE_DIM_TEXTURE_2D;
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screen_texture.surface.tileMode = GX2_TILE_MODE_LINEAR_ALIGNED;
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screen_texture.surface.mipLevels = 1;
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screen_texture.viewNumMips = 1;
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screen_texture.viewNumSlices = 1;
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screen_texture.compMap = 0x00010203;
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GX2CalcSurfaceSizeAndAlignment(&screen_texture.surface);
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GX2InitTextureRegs(&screen_texture);
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if (GX2RCreateSurface(&screen_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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// Do some binding
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GX2SetPixelSampler(&sampler, shader_group.pixelShader->samplerVars[0].location);
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GX2SetPixelTexture(&screen_texture, shader_group.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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// Calculate centred viewports
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switch (GX2GetSystemTVScanMode())
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{
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case GX2_TV_SCAN_MODE_NONE: // lolwut
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break;
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case GX2_TV_SCAN_MODE_480I:
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case GX2_TV_SCAN_MODE_480P:
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CalculateViewport(854, 480, &tv_viewport);
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break;
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case GX2_TV_SCAN_MODE_720P:
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case 4: // Why the hell doesn't WUT have an enum for this? It always returns this value for me!
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CalculateViewport(1280, 720, &tv_viewport);
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break;
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case GX2_TV_SCAN_MODE_1080I:
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case GX2_TV_SCAN_MODE_1080P:
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CalculateViewport(1920, 1080, &tv_viewport);
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break;
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}
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CalculateViewport(854, 480, &drc_viewport);
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return true;
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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(&shader_group);
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}
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WHBGfxShutdown();
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free(fake_framebuffer);
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}
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return false;
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}
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void WindowBackend_Software_DestroyWindow(void)
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{
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GX2RDestroySurfaceEx(&screen_texture.surface, (GX2RResourceFlags)0);
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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(&shader_group);
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WHBGfxShutdown();
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free(fake_framebuffer);
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}
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unsigned char* WindowBackend_Software_GetFramebuffer(size_t *pitch)
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{
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*pitch = fake_framebuffer_width * 3;
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return fake_framebuffer;
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}
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ATTRIBUTE_HOT void WindowBackend_Software_Display(void)
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{
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// Convert frame from RGB24 to RGBA32, and upload it to the GPU texture
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unsigned char *framebuffer = (unsigned char*)GX2RLockSurfaceEx(&screen_texture.surface, 0, (GX2RResourceFlags)0);
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const unsigned char *in_pointer = fake_framebuffer;
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for (size_t y = 0; y < fake_framebuffer_height; ++y)
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{
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unsigned char *out_pointer = &framebuffer[screen_texture.surface.pitch * 4 * y];
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for (size_t x = 0; x < fake_framebuffer_width; ++x)
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{
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*out_pointer++ = *in_pointer++;
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*out_pointer++ = *in_pointer++;
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*out_pointer++ = *in_pointer++;
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*out_pointer++ = 0;
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}
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}
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GX2RUnlockSurfaceEx(&screen_texture.surface, 0, (GX2RResourceFlags)0);
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WHBGfxBeginRender();
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// Draw to the TV
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WHBGfxBeginRenderTV();
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GX2SetViewport(tv_viewport.x, tv_viewport.y, tv_viewport.width, tv_viewport.height, 0.0f, 1.0f);
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WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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GX2SetFetchShader(&shader_group.fetchShader);
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GX2SetVertexShader(shader_group.vertexShader);
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GX2SetPixelShader(shader_group.pixelShader);
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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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GX2SetViewport(drc_viewport.x, drc_viewport.y, drc_viewport.width, drc_viewport.height, 0.0f, 1.0f);
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WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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GX2SetFetchShader(&shader_group.fetchShader);
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GX2SetVertexShader(shader_group.vertexShader);
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GX2SetPixelShader(shader_group.pixelShader);
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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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}
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void WindowBackend_Software_HandleWindowResize(unsigned int width, unsigned int height)
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{
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(void)width;
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(void)height;
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// The window doesn't resize on the Wii U
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}
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@ -1,144 +1,269 @@
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// Sexy new backend that bounces the software-rendered frame to the GPU,
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// eliminating V-tearing, and gaining support for rendering to the TV for
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// free!
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#include "../Window-Software.h"
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#include <stddef.h>
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#include <stdlib.h>
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#include <string.h>
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#include <coreinit/cache.h>
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#include <coreinit/screen.h>
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#include <gx2/display.h>
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#include <gx2/draw.h>
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#include <gx2/registers.h>
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#include <gx2/sampler.h>
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#include <gx2/texture.h>
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#include <gx2r/buffer.h>
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#include <gx2r/draw.h>
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#include <gx2r/resource.h>
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#include <gx2r/surface.h>
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#include <whb/gfx.h>
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#include "../../Attributes.h"
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#include "shaders/texture.gsh.h"
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typedef struct Viewport
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{
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float x;
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float y;
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float width;
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float height;
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} Viewport;
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static unsigned char *fake_framebuffer;
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//static unsigned char *tv_framebuffer;
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static unsigned char *drc_framebuffer;
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static size_t fake_framebuffer_width;
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static size_t fake_framebuffer_height;
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static size_t framebuffer_width;
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static size_t framebuffer_height;
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static WHBGfxShaderGroup shader_group;
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//static uint32_t tv_buffer_size;
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static uint32_t drc_buffer_size;
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static GX2RBuffer vertex_position_buffer;
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static GX2RBuffer texture_coordinate_buffer;
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static GX2Sampler sampler;
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static GX2Texture screen_texture;
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static Viewport tv_viewport;
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static Viewport drc_viewport;
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static void CalculateViewport(unsigned int actual_screen_width, unsigned int actual_screen_height, Viewport *viewport)
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{
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if ((float)actual_screen_width / (float)actual_screen_height > (float)fake_framebuffer_width / (float)fake_framebuffer_height)
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{
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viewport->y = 0.0f;
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viewport->height = actual_screen_height;
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viewport->width = fake_framebuffer_width * ((float)actual_screen_height / (float)fake_framebuffer_height);
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viewport->x = (actual_screen_width - viewport->width) / 2;
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}
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else
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{
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viewport->x = 0.0f;
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viewport->width = actual_screen_width;
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viewport->height = fake_framebuffer_height * ((float)actual_screen_width / (float)fake_framebuffer_width);
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viewport->y = (actual_screen_height - viewport->height) / 2;
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}
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}
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bool WindowBackend_Software_CreateWindow(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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fake_framebuffer_width = screen_width;
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fake_framebuffer_height = screen_height;
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OSScreenInit();
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fake_framebuffer = (unsigned char*)malloc(fake_framebuffer_width * fake_framebuffer_height * 3);
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OSScreenEnableEx(SCREEN_TV, FALSE);
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OSScreenEnableEx(SCREEN_DRC, TRUE);
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if (fake_framebuffer != NULL)
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{
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WHBGfxInit();
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// tv_buffer_size = OSScreenGetBufferSizeEx(SCREEN_TV);
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drc_buffer_size = OSScreenGetBufferSizeEx(SCREEN_DRC);
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if (WHBGfxLoadGFDShaderGroup(&shader_group, 0, rtexture))
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{
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WHBGfxInitShaderAttribute(&shader_group, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitShaderAttribute(&shader_group, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitFetchShader(&shader_group);
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// tv_framebuffer = (unsigned char*)aligned_alloc(0x100, tv_buffer_size); // C11 fun
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drc_framebuffer = (unsigned char*)aligned_alloc(0x100, drc_buffer_size); // C11 fun
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// Initialise vertex position buffer
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const float vertex_positions[4][2] = {
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{-1.0f, 1.0f},
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{ 1.0f, 1.0f},
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{ 1.0f, -1.0f},
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{-1.0f, -1.0f}
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};
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// OSScreenSetBufferEx(SCREEN_TV, tv_framebuffer);
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OSScreenSetBufferEx(SCREEN_DRC, drc_framebuffer);
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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 = sizeof(vertex_positions[0]);
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vertex_position_buffer.elemCount = sizeof(vertex_positions) / sizeof(vertex_positions[0]);
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GX2RCreateBuffer(&vertex_position_buffer);
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memcpy(GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0), vertex_positions, sizeof(vertex_positions));
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GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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fake_framebuffer = (unsigned char*)malloc(framebuffer_width * framebuffer_height * 3);
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// Initialise texture coordinate buffer
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const float texture_coordinates[4][2] = {
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{0.0f, 0.0f},
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{1.0f, 0.0f},
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{1.0f, 1.0f},
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{0.0f, 1.0f}
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};
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return true;
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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 |
|
||||
GX2R_RESOURCE_USAGE_GPU_READ);
|
||||
texture_coordinate_buffer.elemSize = sizeof(texture_coordinates[0]);
|
||||
texture_coordinate_buffer.elemCount = sizeof(texture_coordinates) / sizeof(texture_coordinates[0]);
|
||||
GX2RCreateBuffer(&texture_coordinate_buffer);
|
||||
memcpy(GX2RLockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0), texture_coordinates, sizeof(texture_coordinates));
|
||||
GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
|
||||
|
||||
// Initialise sampler
|
||||
GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_POINT);
|
||||
|
||||
// Initialise screen texture
|
||||
screen_texture.surface.width = fake_framebuffer_width;
|
||||
screen_texture.surface.height = fake_framebuffer_height;
|
||||
screen_texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8_G8_B8_A8;
|
||||
screen_texture.surface.depth = 1;
|
||||
screen_texture.surface.dim = GX2_SURFACE_DIM_TEXTURE_2D;
|
||||
screen_texture.surface.tileMode = GX2_TILE_MODE_LINEAR_ALIGNED;
|
||||
screen_texture.surface.mipLevels = 1;
|
||||
screen_texture.viewNumMips = 1;
|
||||
screen_texture.viewNumSlices = 1;
|
||||
screen_texture.compMap = 0x00010203;
|
||||
GX2CalcSurfaceSizeAndAlignment(&screen_texture.surface);
|
||||
GX2InitTextureRegs(&screen_texture);
|
||||
|
||||
if (GX2RCreateSurface(&screen_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)))
|
||||
{
|
||||
// Do some binding
|
||||
GX2SetPixelSampler(&sampler, shader_group.pixelShader->samplerVars[0].location);
|
||||
GX2SetPixelTexture(&screen_texture, shader_group.pixelShader->samplerVars[0].location);
|
||||
GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
|
||||
GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
|
||||
|
||||
// Calculate centred viewports
|
||||
switch (GX2GetSystemTVScanMode())
|
||||
{
|
||||
case GX2_TV_SCAN_MODE_NONE: // lolwut
|
||||
break;
|
||||
|
||||
case GX2_TV_SCAN_MODE_480I:
|
||||
case GX2_TV_SCAN_MODE_480P:
|
||||
CalculateViewport(854, 480, &tv_viewport);
|
||||
break;
|
||||
|
||||
case GX2_TV_SCAN_MODE_720P:
|
||||
case 4: // Why the hell doesn't WUT have an enum for this? It always returns this value for me!
|
||||
CalculateViewport(1280, 720, &tv_viewport);
|
||||
break;
|
||||
|
||||
case GX2_TV_SCAN_MODE_1080I:
|
||||
case GX2_TV_SCAN_MODE_1080P:
|
||||
CalculateViewport(1920, 1080, &tv_viewport);
|
||||
break;
|
||||
}
|
||||
|
||||
CalculateViewport(854, 480, &drc_viewport);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
|
||||
GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
|
||||
|
||||
WHBGfxFreeShaderGroup(&shader_group);
|
||||
}
|
||||
|
||||
WHBGfxShutdown();
|
||||
|
||||
free(fake_framebuffer);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void WindowBackend_Software_DestroyWindow(void)
|
||||
{
|
||||
GX2RDestroySurfaceEx(&screen_texture.surface, (GX2RResourceFlags)0);
|
||||
|
||||
GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
|
||||
GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
|
||||
|
||||
WHBGfxFreeShaderGroup(&shader_group);
|
||||
|
||||
WHBGfxShutdown();
|
||||
|
||||
free(fake_framebuffer);
|
||||
free(drc_framebuffer);
|
||||
// free(tv_framebuffer);
|
||||
OSScreenShutdown();
|
||||
}
|
||||
|
||||
unsigned char* WindowBackend_Software_GetFramebuffer(size_t *pitch)
|
||||
{
|
||||
*pitch = framebuffer_width * 3;
|
||||
*pitch = fake_framebuffer_width * 3;
|
||||
|
||||
return fake_framebuffer;
|
||||
}
|
||||
|
||||
ATTRIBUTE_HOT void WindowBackend_Software_Display(void)
|
||||
{
|
||||
const size_t pitch = (drc_buffer_size / 480) / 2;
|
||||
|
||||
static bool flipflop;
|
||||
// Convert frame from RGB24 to RGBA32, and upload it to the GPU texture
|
||||
unsigned char *framebuffer = (unsigned char*)GX2RLockSurfaceEx(&screen_texture.surface, 0, (GX2RResourceFlags)0);
|
||||
|
||||
const unsigned char *in_pointer = fake_framebuffer;
|
||||
|
||||
if (framebuffer_width <= 426 && framebuffer_height <= 240)
|
||||
for (size_t y = 0; y < fake_framebuffer_height; ++y)
|
||||
{
|
||||
const size_t line_size = framebuffer_width * 2 * 4;
|
||||
const size_t line_delta = pitch - line_size;
|
||||
unsigned char *out_pointer = &framebuffer[screen_texture.surface.pitch * 4 * y];
|
||||
|
||||
unsigned char *out_pointer = drc_framebuffer;
|
||||
|
||||
if (!flipflop)
|
||||
out_pointer += drc_buffer_size / 2;
|
||||
|
||||
out_pointer += ((854 - (framebuffer_width * 2)) * 4) / 2;
|
||||
|
||||
for (size_t y = 0; y < framebuffer_height; ++y)
|
||||
for (size_t x = 0; x < fake_framebuffer_width; ++x)
|
||||
{
|
||||
for (size_t x = 0; x < framebuffer_width; ++x)
|
||||
{
|
||||
*out_pointer++ = in_pointer[0];
|
||||
*out_pointer++ = in_pointer[1];
|
||||
*out_pointer++ = in_pointer[2];
|
||||
*out_pointer++ = 0;
|
||||
*out_pointer++ = in_pointer[0];
|
||||
*out_pointer++ = in_pointer[1];
|
||||
*out_pointer++ = in_pointer[2];
|
||||
*out_pointer++ = 0;
|
||||
|
||||
in_pointer += 3;
|
||||
}
|
||||
|
||||
memcpy(out_pointer + line_delta, out_pointer - line_size, line_size);
|
||||
|
||||
out_pointer += line_delta + pitch;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
const size_t line_size = framebuffer_width * 4;
|
||||
const size_t line_delta = pitch - line_size;
|
||||
|
||||
unsigned char *out_pointer = drc_framebuffer;
|
||||
|
||||
if (!flipflop)
|
||||
out_pointer += drc_buffer_size / 2;
|
||||
|
||||
out_pointer += ((854 - framebuffer_width) * 4) / 2;
|
||||
|
||||
for (size_t y = 0; y < framebuffer_height; ++y)
|
||||
{
|
||||
for (size_t x = 0; x < framebuffer_width; ++x)
|
||||
{
|
||||
*out_pointer++ = *in_pointer++;
|
||||
*out_pointer++ = *in_pointer++;
|
||||
*out_pointer++ = *in_pointer++;
|
||||
*out_pointer++ = 0;
|
||||
}
|
||||
|
||||
out_pointer += line_delta;
|
||||
*out_pointer++ = *in_pointer++;
|
||||
*out_pointer++ = *in_pointer++;
|
||||
*out_pointer++ = *in_pointer++;
|
||||
*out_pointer++ = 0;
|
||||
}
|
||||
}
|
||||
|
||||
flipflop = !flipflop;
|
||||
GX2RUnlockSurfaceEx(&screen_texture.surface, 0, (GX2RResourceFlags)0);
|
||||
|
||||
// DCStoreRange(tv_framebuffer, tv_buffer_size);
|
||||
DCStoreRange(drc_framebuffer, drc_buffer_size);
|
||||
WHBGfxBeginRender();
|
||||
|
||||
// OSScreenFlipBuffersEx(SCREEN_TV);
|
||||
OSScreenFlipBuffersEx(SCREEN_DRC);
|
||||
// Draw to the TV
|
||||
WHBGfxBeginRenderTV();
|
||||
GX2SetViewport(tv_viewport.x, tv_viewport.y, tv_viewport.width, tv_viewport.height, 0.0f, 1.0f);
|
||||
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
GX2SetFetchShader(&shader_group.fetchShader);
|
||||
GX2SetVertexShader(shader_group.vertexShader);
|
||||
GX2SetPixelShader(shader_group.pixelShader);
|
||||
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
|
||||
WHBGfxFinishRenderTV();
|
||||
|
||||
// Draw to the gamepad
|
||||
WHBGfxBeginRenderDRC();
|
||||
GX2SetViewport(drc_viewport.x, drc_viewport.y, drc_viewport.width, drc_viewport.height, 0.0f, 1.0f);
|
||||
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
GX2SetFetchShader(&shader_group.fetchShader);
|
||||
GX2SetVertexShader(shader_group.vertexShader);
|
||||
GX2SetPixelShader(shader_group.pixelShader);
|
||||
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
|
||||
WHBGfxFinishRenderDRC();
|
||||
|
||||
WHBGfxFinishRender();
|
||||
}
|
||||
|
||||
void WindowBackend_Software_HandleWindowResize(unsigned int width, unsigned int height)
|
||||
{
|
||||
(void)width;
|
||||
(void)height;
|
||||
|
||||
// The window doesn't resize on the Wii U
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue