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).
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2 changed files with 221 additions and 1 deletions
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@ -382,7 +382,7 @@ elseif(BACKEND_PLATFORM MATCHES "GLFW3" AND BACKEND_RENDERER MATCHES "OpenGLES2"
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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 "Software")
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target_sources(CSE2 PRIVATE "src/Backends/WiiU/Window-Software.cpp")
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target_sources(CSE2 PRIVATE "src/Backends/WiiU/Window-Software-Polygon.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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220
src/Backends/WiiU/Window-Software-Polygon.cpp
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src/Backends/WiiU/Window-Software-Polygon.cpp
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@ -0,0 +1,220 @@
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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/draw.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 "newshader.gsh.h"
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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 GX2ColorBuffer screen_color_buffer;
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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, rnewshader))
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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, 1.0f},
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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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};
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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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// Fill-in `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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// Fill-in `screen_color_buffer`
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screen_color_buffer.surface = screen_texture.surface;
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screen_color_buffer.viewNumSlices = 1;
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GX2InitColorBufferRegs(&screen_color_buffer);
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// Create surface (GPU-side?)
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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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// Create the colour buffer (CPU-side?)
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if (GX2RCreateSurfaceUserMemory(&screen_color_buffer.surface, (uint8_t*)screen_texture.surface.image, (uint8_t*)screen_texture.surface.mipmaps, screen_texture.surface.resourceFlags))
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{
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return true;
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}
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GX2RDestroySurfaceEx(&screen_texture.surface, (GX2RResourceFlags)0);
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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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}
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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_color_buffer.surface, (GX2RResourceFlags)0);
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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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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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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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unsigned char *out_pointer = framebuffer;
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for (size_t y = 0; y < fake_framebuffer_height; ++y)
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{
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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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WHBGfxBeginRenderTV();
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WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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GX2SetPixelTexture(&screen_texture, shader_group.pixelShader->samplerVars[0].location);
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GX2SetPixelSampler(&sampler, shader_group.pixelShader->samplerVars[0].location);
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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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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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GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
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WHBGfxFinishRenderTV();
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WHBGfxBeginRenderDRC();
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WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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GX2SetPixelTexture(&screen_texture, shader_group.pixelShader->samplerVars[0].location);
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GX2SetPixelSampler(&sampler, shader_group.pixelShader->samplerVars[0].location);
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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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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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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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