Add new Wii U window backend

This uses basic hardware-acceleration to bounce the software-rendered
frame to both the gamepad *and* the TV!

The previous method only supported the gamepad, suffered from V-tear,
and used slightly more CPU (my test with the end of Egg Corridor ran
at 52FPS, while this new method runs at 55FPS).
This commit is contained in:
Clownacy 2020-04-19 13:34:45 +01:00
parent 0b6e90abd0
commit 9e9b86c6e9
2 changed files with 221 additions and 1 deletions

View file

@ -382,7 +382,7 @@ elseif(BACKEND_PLATFORM MATCHES "GLFW3" AND BACKEND_RENDERER MATCHES "OpenGLES2"
elseif(BACKEND_PLATFORM MATCHES "GLFW3" AND BACKEND_RENDERER MATCHES "Software") elseif(BACKEND_PLATFORM MATCHES "GLFW3" AND BACKEND_RENDERER MATCHES "Software")
target_sources(CSE2 PRIVATE "src/Backends/GLFW3/Window-Software.cpp") target_sources(CSE2 PRIVATE "src/Backends/GLFW3/Window-Software.cpp")
elseif(BACKEND_PLATFORM MATCHES "WiiU" AND BACKEND_RENDERER MATCHES "Software") elseif(BACKEND_PLATFORM MATCHES "WiiU" AND BACKEND_RENDERER MATCHES "Software")
target_sources(CSE2 PRIVATE "src/Backends/WiiU/Window-Software.cpp") target_sources(CSE2 PRIVATE "src/Backends/WiiU/Window-Software-Polygon.cpp")
elseif(BACKEND_PLATFORM MATCHES "Null" AND BACKEND_RENDERER MATCHES "Software") elseif(BACKEND_PLATFORM MATCHES "Null" AND BACKEND_RENDERER MATCHES "Software")
target_sources(CSE2 PRIVATE "src/Backends/Null/Window-Software.cpp") target_sources(CSE2 PRIVATE "src/Backends/Null/Window-Software.cpp")
else() else()

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@ -0,0 +1,220 @@
// Sexy new backend that bounces the software-rendered frame to the GPU,
// eliminating V-tearing, and gaining support for rendering to the TV for
// free!
#include "../Window-Software.h"
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
#include <gx2/draw.h>
#include <gx2/sampler.h>
#include <gx2/texture.h>
#include <gx2r/buffer.h>
#include <gx2r/draw.h>
#include <gx2r/resource.h>
#include <gx2r/surface.h>
#include <whb/gfx.h>
#include "../../Attributes.h"
#include "newshader.gsh.h"
static unsigned char *fake_framebuffer;
static size_t fake_framebuffer_width;
static size_t fake_framebuffer_height;
static WHBGfxShaderGroup shader_group;
static GX2RBuffer vertex_position_buffer;
static GX2RBuffer texture_coordinate_buffer;
static GX2Sampler sampler;
static GX2Texture screen_texture;
static GX2ColorBuffer screen_color_buffer;
bool WindowBackend_Software_CreateWindow(const char *window_title, int screen_width, int screen_height, bool fullscreen)
{
(void)window_title;
(void)fullscreen;
fake_framebuffer_width = screen_width;
fake_framebuffer_height = screen_height;
fake_framebuffer = (unsigned char*)malloc(fake_framebuffer_width * fake_framebuffer_height * 3);
if (fake_framebuffer != NULL)
{
WHBGfxInit();
if (WHBGfxLoadGFDShaderGroup(&shader_group, 0, rnewshader))
{
WHBGfxInitShaderAttribute(&shader_group, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitShaderAttribute(&shader_group, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&shader_group);
// Initialise vertex position buffer
const float vertex_positions[4][2] = {
{-1.0f, -1.0f},
{-1.0f, 1.0f},
{ 1.0f, 1.0f},
{ 1.0f, -1.0f}
};
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 = sizeof(vertex_positions[0]);
vertex_position_buffer.elemCount = sizeof(vertex_positions) / sizeof(vertex_positions[0]);
GX2RCreateBuffer(&vertex_position_buffer);
memcpy(GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0), vertex_positions, sizeof(vertex_positions));
GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
// Initialise texture coordinate buffer
const float texture_coordinates[4][2] = {
{0.0f, 1.0f},
{0.0f, 0.0f},
{1.0f, 0.0f},
{1.0f, 1.0f}
};
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 = 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
// Fill-in `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);
// Fill-in `screen_color_buffer`
screen_color_buffer.surface = screen_texture.surface;
screen_color_buffer.viewNumSlices = 1;
GX2InitColorBufferRegs(&screen_color_buffer);
// Create surface (GPU-side?)
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)))
{
// Create the colour buffer (CPU-side?)
if (GX2RCreateSurfaceUserMemory(&screen_color_buffer.surface, (uint8_t*)screen_texture.surface.image, (uint8_t*)screen_texture.surface.mipmaps, screen_texture.surface.resourceFlags))
{
return true;
}
GX2RDestroySurfaceEx(&screen_texture.surface, (GX2RResourceFlags)0);
}
GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
}
WHBGfxShutdown();
free(fake_framebuffer);
}
return false;
}
void WindowBackend_Software_DestroyWindow(void)
{
GX2RDestroySurfaceEx(&screen_color_buffer.surface, (GX2RResourceFlags)0);
GX2RDestroySurfaceEx(&screen_texture.surface, (GX2RResourceFlags)0);
GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
WHBGfxShutdown();
free(fake_framebuffer);
}
unsigned char* WindowBackend_Software_GetFramebuffer(size_t *pitch)
{
*pitch = fake_framebuffer_width * 3;
return fake_framebuffer;
}
ATTRIBUTE_HOT void WindowBackend_Software_Display(void)
{
unsigned char *framebuffer = (unsigned char*)GX2RLockSurfaceEx(&screen_texture.surface, 0, (GX2RResourceFlags)0);
const unsigned char *in_pointer = fake_framebuffer;
unsigned char *out_pointer = framebuffer;
for (size_t y = 0; y < fake_framebuffer_height; ++y)
{
for (size_t x = 0; x < fake_framebuffer_width; ++x)
{
*out_pointer++ = *in_pointer++;
*out_pointer++ = *in_pointer++;
*out_pointer++ = *in_pointer++;
*out_pointer++ = 0;
}
}
GX2RUnlockSurfaceEx(&screen_texture.surface, 0, (GX2RResourceFlags)0);
WHBGfxBeginRender();
WHBGfxBeginRenderTV();
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
GX2SetPixelTexture(&screen_texture, shader_group.pixelShader->samplerVars[0].location);
GX2SetPixelSampler(&sampler, shader_group.pixelShader->samplerVars[0].location);
GX2SetFetchShader(&shader_group.fetchShader);
GX2SetVertexShader(shader_group.vertexShader);
GX2SetPixelShader(shader_group.pixelShader);
GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
WHBGfxFinishRenderTV();
WHBGfxBeginRenderDRC();
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
GX2SetPixelTexture(&screen_texture, shader_group.pixelShader->samplerVars[0].location);
GX2SetPixelSampler(&sampler, shader_group.pixelShader->samplerVars[0].location);
GX2SetFetchShader(&shader_group.fetchShader);
GX2SetVertexShader(shader_group.vertexShader);
GX2SetPixelShader(shader_group.pixelShader);
GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
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
}