Updated Wii U renderer
Turns out it doesn't even batch the font stuff. I'll need to add that later.
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1d9446d425
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1 changed files with 87 additions and 77 deletions
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@ -44,12 +44,11 @@ typedef struct RenderBackend_Surface
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unsigned char *lock_buffer; // TODO - Dumb
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} RenderBackend_Surface;
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typedef struct RenderBackend_Glyph
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typedef struct RenderBackend_GlyphAtlas
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{
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size_t size;
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GX2Texture texture;
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unsigned int width;
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unsigned int height;
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} RenderBackend_Glyph;
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} RenderBackend_GlyphAtlas;
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typedef struct Viewport
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{
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@ -728,75 +727,74 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBacken
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}
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}
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RenderBackend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
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RenderBackend_GlyphAtlas* RenderBackend_CreateGlyphAtlas(size_t size)
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{
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RenderBackend_Glyph *glyph = (RenderBackend_Glyph*)malloc(sizeof(RenderBackend_Glyph));
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RenderBackend_GlyphAtlas *atlas = (RenderBackend_GlyphAtlas*)malloc(sizeof(RenderBackend_GlyphAtlas));
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if (glyph != NULL)
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if (atlas != NULL)
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{
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glyph->width = width;
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glyph->height = height;
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atlas->size = size;
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// Initialise texture
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memset(&glyph->texture, 0, sizeof(glyph->texture));
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glyph->texture.surface.width = width;
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glyph->texture.surface.height = height;
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glyph->texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8;
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glyph->texture.surface.depth = 1;
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glyph->texture.surface.dim = GX2_SURFACE_DIM_TEXTURE_2D;
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glyph->texture.surface.tileMode = GX2_TILE_MODE_LINEAR_ALIGNED;
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glyph->texture.surface.mipLevels = 1;
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glyph->texture.viewNumMips = 1;
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glyph->texture.viewNumSlices = 1;
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glyph->texture.compMap = 0x00000000;
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GX2CalcSurfaceSizeAndAlignment(&glyph->texture.surface);
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GX2InitTextureRegs(&glyph->texture);
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memset(&atlas->texture, 0, sizeof(atlas->texture));
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atlas->texture.surface.width = size;
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atlas->texture.surface.height = size;
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atlas->texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8;
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atlas->texture.surface.depth = 1;
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atlas->texture.surface.dim = GX2_SURFACE_DIM_TEXTURE_2D;
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atlas->texture.surface.tileMode = GX2_TILE_MODE_LINEAR_ALIGNED;
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atlas->texture.surface.mipLevels = 1;
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atlas->texture.viewNumMips = 1;
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atlas->texture.viewNumSlices = 1;
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atlas->texture.compMap = 0x00000000;
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GX2CalcSurfaceSizeAndAlignment(&atlas->texture.surface);
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GX2InitTextureRegs(&atlas->texture);
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if (GX2RCreateSurface(&glyph->texture.surface, (GX2RResourceFlags)(GX2R_RESOURCE_BIND_TEXTURE |
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if (GX2RCreateSurface(&atlas->texture.surface, (GX2RResourceFlags)(GX2R_RESOURCE_BIND_TEXTURE |
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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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// Convert from RGB24 to RGBA32, and upload it to the GPU texture
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unsigned char *framebuffer = (unsigned char*)GX2RLockSurfaceEx(&glyph->texture.surface, 0, (GX2RResourceFlags)0);
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const unsigned char *in_pointer = pixels;
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unsigned char *out_pointer = framebuffer;
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for (size_t y = 0; y < height; ++y)
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{
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memcpy(out_pointer, in_pointer, width);
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in_pointer += pitch;
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out_pointer += glyph->texture.surface.pitch;
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}
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GX2RUnlockSurfaceEx(&glyph->texture.surface, 0, (GX2RResourceFlags)0);
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return glyph;
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return atlas;
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}
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else
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{
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Backend_PrintError("GX2RCreateSurface failed in RenderBackend_LoadGlyph");
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Backend_PrintError("GX2RCreateSurface failed in RenderBackend_CreateGlyphAtlas");
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}
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free(glyph);
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free(atlas);
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}
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return NULL;
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}
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void RenderBackend_UnloadGlyph(RenderBackend_Glyph *glyph)
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void RenderBackend_DestroyGlyphAtlas(RenderBackend_GlyphAtlas *atlas)
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{
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if (glyph != NULL)
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{
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GX2RDestroySurfaceEx(&glyph->texture.surface, (GX2RResourceFlags)0);
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free(glyph);
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}
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GX2RDestroySurfaceEx(&atlas->texture.surface, (GX2RResourceFlags)0);
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free(atlas);
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}
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void RenderBackend_PrepareToDrawGlyphs(RenderBackend_Surface *destination_surface, const unsigned char *colour_channels)
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void RenderBackend_UploadGlyph(RenderBackend_GlyphAtlas *atlas, size_t x, size_t y, const unsigned char *pixels, size_t width, size_t height)
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{
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// Convert from RGB24 to RGBA32, and upload it to the GPU texture
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unsigned char *buffer = (unsigned char*)GX2RLockSurfaceEx(&atlas->texture.surface, 0, (GX2RResourceFlags)0);
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const unsigned char *in_pointer = pixels;
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unsigned char *out_pointer = &buffer[y * atlas->texture.surface.pitch + x];
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for (size_t iy = 0; iy < height; ++iy)
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{
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memcpy(out_pointer, in_pointer, width);
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in_pointer += width;
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out_pointer += atlas->texture.surface.pitch;
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}
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GX2RUnlockSurfaceEx(&atlas->texture.surface, 0, (GX2RResourceFlags)0);
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}
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void RenderBackend_PrepareToDrawGlyphs(RenderBackend_GlyphAtlas *atlas, RenderBackend_Surface *destination_surface, const unsigned char *colour_channels)
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{
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(void)atlas;
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FlushVertexBuffer();
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last_render_mode = MODE_BLANK;
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last_source_surface = NULL;
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@ -815,30 +813,27 @@ void RenderBackend_PrepareToDrawGlyphs(RenderBackend_Surface *destination_surfac
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GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE);
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}
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void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y)
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void RenderBackend_DrawGlyph(RenderBackend_GlyphAtlas *atlas, long x, long y, size_t glyph_x, size_t glyph_y, size_t glyph_width, size_t glyph_height)
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{
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if (glyph == NULL)
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return;
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// Make sure the buffers aren't currently being used before we modify them
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GX2DrawDone();
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VertexBufferSlot *vertex_buffer_slot = (VertexBufferSlot*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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// Set vertex position buffer
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const float destination_left = x;
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const float destination_top = y;
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const float destination_right = x + glyph->width;
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const float destination_bottom = y + glyph->height;
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const float vertex_left = x;
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const float vertex_top = y;
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const float vertex_right = x + glyph_width;
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const float vertex_bottom = y + glyph_height;
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vertex_buffer_slot->vertices[0].position.x = destination_left;
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vertex_buffer_slot->vertices[0].position.y = destination_top;
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vertex_buffer_slot->vertices[1].position.x = destination_right;
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vertex_buffer_slot->vertices[1].position.y = destination_top;
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vertex_buffer_slot->vertices[2].position.x = destination_right;
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vertex_buffer_slot->vertices[2].position.y = destination_bottom;
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vertex_buffer_slot->vertices[3].position.x = destination_left;
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vertex_buffer_slot->vertices[3].position.y = destination_bottom;
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vertex_buffer_slot->vertices[0].position.x = vertex_left;
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vertex_buffer_slot->vertices[0].position.y = vertex_top;
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vertex_buffer_slot->vertices[1].position.x = vertex_right;
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vertex_buffer_slot->vertices[1].position.y = vertex_top;
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vertex_buffer_slot->vertices[2].position.x = vertex_right;
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vertex_buffer_slot->vertices[2].position.y = vertex_bottom;
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vertex_buffer_slot->vertices[3].position.x = vertex_left;
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vertex_buffer_slot->vertices[3].position.y = vertex_bottom;
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for (unsigned int i = 0; i < 4; ++i)
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{
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@ -851,16 +846,31 @@ void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y)
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vertex_buffer_slot->vertices[i].position.y += 1.0f;
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}
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// Set texture coordinate buffer
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vertex_buffer_slot->vertices[0].texture.x = 0.0f;
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vertex_buffer_slot->vertices[0].texture.y = 0.0f;
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vertex_buffer_slot->vertices[1].texture.x = 1.0f;
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vertex_buffer_slot->vertices[1].texture.y = 0.0f;
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vertex_buffer_slot->vertices[2].texture.x = 1.0f;
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vertex_buffer_slot->vertices[2].texture.y = 1.0f;
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vertex_buffer_slot->vertices[3].texture.x = 0.0f;
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vertex_buffer_slot->vertices[3].texture.y = 1.0f;
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const float texture_left = glyph_x / (float)atlas->size;
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const float texture_top = glyph_y / (float)atlas->size;
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const float texture_right = (glyph_x + glyph_width) / (float)atlas->size;
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const float texture_bottom = (glyph_y + glyph_height) / (float)atlas->size;
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// Set texture coordinate buffer
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#if 0
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vertex_buffer_slot->vertices[0].texture.x = 0;
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vertex_buffer_slot->vertices[0].texture.y = 0;
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vertex_buffer_slot->vertices[1].texture.x = 1;
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vertex_buffer_slot->vertices[1].texture.y = 0;
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vertex_buffer_slot->vertices[2].texture.x = 1;
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vertex_buffer_slot->vertices[2].texture.y = 1;
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vertex_buffer_slot->vertices[3].texture.x = 0;
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vertex_buffer_slot->vertices[3].texture.y = 1;
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#else
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vertex_buffer_slot->vertices[0].texture.x = texture_left;
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vertex_buffer_slot->vertices[0].texture.y = texture_top;
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vertex_buffer_slot->vertices[1].texture.x = texture_right;
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vertex_buffer_slot->vertices[1].texture.y = texture_top;
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vertex_buffer_slot->vertices[2].texture.x = texture_right;
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vertex_buffer_slot->vertices[2].texture.y = texture_bottom;
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vertex_buffer_slot->vertices[3].texture.x = texture_left;
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vertex_buffer_slot->vertices[3].texture.y = texture_bottom;
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#endif
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GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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// Draw to the selected texture, instead of the screen
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@ -875,7 +885,7 @@ void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y)
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// Bind misc. data
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GX2SetPixelSampler(&sampler, glyph_shader.pixelShader->samplerVars[0].location);
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GX2SetPixelTexture(&glyph->texture, glyph_shader.pixelShader->samplerVars[0].location);
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GX2SetPixelTexture(&atlas->texture, glyph_shader.pixelShader->samplerVars[0].location);
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GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
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GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
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