Make Wii U renderer support non 4:3 aspect ratios
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caa00c9a6b
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1 changed files with 67 additions and 6 deletions
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@ -6,6 +6,7 @@
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#include <string>
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#include <gx2/context.h>
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#include <gx2/display.h>
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#include <gx2/draw.h>
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#include <gx2/event.h>
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#include <gx2/registers.h>
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@ -40,6 +41,14 @@ typedef struct RenderBackend_Glyph
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unsigned int height;
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} RenderBackend_Glyph;
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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 WHBGfxShaderGroup texture_shader;
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static WHBGfxShaderGroup texture_colour_key_shader;
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static WHBGfxShaderGroup colour_fill_shader;
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@ -56,6 +65,29 @@ static GX2ContextState *gx2_context;
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static RenderBackend_Surface *glyph_destination_surface;
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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)framebuffer_surface->width / (float)framebuffer_surface->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 = framebuffer_surface->width * ((float)actual_screen_height / (float)framebuffer_surface->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 = framebuffer_surface->height * ((float)actual_screen_width / (float)framebuffer_surface->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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RenderBackend_Surface* RenderBackend_Init(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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@ -139,6 +171,29 @@ RenderBackend_Surface* RenderBackend_Init(const char *window_title, int screen_w
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GX2_BLEND_COMBINE_MODE_ADD);
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*/
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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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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 framebuffer_surface;
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}
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@ -185,13 +240,13 @@ void RenderBackend_DrawScreen(void)
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// Set buffer to (4:3) full-screen
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float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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position_pointer[0] = -640.0f / 854.0f;
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position_pointer[0] = -1.0f;
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position_pointer[1] = -1.0f;
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position_pointer[2] = 640.0f / 854.0f;
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position_pointer[2] = 1.0f;
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position_pointer[3] = -1.0f;
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position_pointer[4] = 640.0f / 854.0f;
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position_pointer[4] = 1.0f;
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position_pointer[5] = 1.0f;
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position_pointer[6] = -640.0f / 854.0f;
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position_pointer[6] = -1.0f;
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position_pointer[7] = 1.0f;
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GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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@ -217,6 +272,9 @@ void RenderBackend_DrawScreen(void)
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WHBGfxBeginRenderTV();
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WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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// Set Viewport
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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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// This might be needed? Not sure.
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// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
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@ -243,6 +301,9 @@ void RenderBackend_DrawScreen(void)
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WHBGfxBeginRenderDRC();
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WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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// Set Viewport
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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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// This might be needed? Not sure.
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// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
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