Updated Wii U renderer

Turns out it doesn't even batch the font stuff. I'll need to add that
later.
This commit is contained in:
Clownacy 2020-09-08 01:17:07 +01:00
parent 1d9446d425
commit bcf5513495

View file

@ -44,12 +44,11 @@ typedef struct RenderBackend_Surface
unsigned char *lock_buffer; // TODO - Dumb
} RenderBackend_Surface;
typedef struct RenderBackend_Glyph
typedef struct RenderBackend_GlyphAtlas
{
size_t size;
GX2Texture texture;
unsigned int width;
unsigned int height;
} RenderBackend_Glyph;
} RenderBackend_GlyphAtlas;
typedef struct Viewport
{
@ -728,75 +727,74 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBacken
}
}
RenderBackend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
RenderBackend_GlyphAtlas* RenderBackend_CreateGlyphAtlas(size_t size)
{
RenderBackend_Glyph *glyph = (RenderBackend_Glyph*)malloc(sizeof(RenderBackend_Glyph));
RenderBackend_GlyphAtlas *atlas = (RenderBackend_GlyphAtlas*)malloc(sizeof(RenderBackend_GlyphAtlas));
if (glyph != NULL)
if (atlas != NULL)
{
glyph->width = width;
glyph->height = height;
atlas->size = size;
// Initialise texture
memset(&glyph->texture, 0, sizeof(glyph->texture));
glyph->texture.surface.width = width;
glyph->texture.surface.height = height;
glyph->texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8;
glyph->texture.surface.depth = 1;
glyph->texture.surface.dim = GX2_SURFACE_DIM_TEXTURE_2D;
glyph->texture.surface.tileMode = GX2_TILE_MODE_LINEAR_ALIGNED;
glyph->texture.surface.mipLevels = 1;
glyph->texture.viewNumMips = 1;
glyph->texture.viewNumSlices = 1;
glyph->texture.compMap = 0x00000000;
GX2CalcSurfaceSizeAndAlignment(&glyph->texture.surface);
GX2InitTextureRegs(&glyph->texture);
memset(&atlas->texture, 0, sizeof(atlas->texture));
atlas->texture.surface.width = size;
atlas->texture.surface.height = size;
atlas->texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8;
atlas->texture.surface.depth = 1;
atlas->texture.surface.dim = GX2_SURFACE_DIM_TEXTURE_2D;
atlas->texture.surface.tileMode = GX2_TILE_MODE_LINEAR_ALIGNED;
atlas->texture.surface.mipLevels = 1;
atlas->texture.viewNumMips = 1;
atlas->texture.viewNumSlices = 1;
atlas->texture.compMap = 0x00000000;
GX2CalcSurfaceSizeAndAlignment(&atlas->texture.surface);
GX2InitTextureRegs(&atlas->texture);
if (GX2RCreateSurface(&glyph->texture.surface, (GX2RResourceFlags)(GX2R_RESOURCE_BIND_TEXTURE |
if (GX2RCreateSurface(&atlas->texture.surface, (GX2RResourceFlags)(GX2R_RESOURCE_BIND_TEXTURE |
GX2R_RESOURCE_USAGE_CPU_WRITE | GX2R_RESOURCE_USAGE_CPU_READ |
GX2R_RESOURCE_USAGE_GPU_WRITE | GX2R_RESOURCE_USAGE_GPU_READ)))
{
// Convert from RGB24 to RGBA32, and upload it to the GPU texture
unsigned char *framebuffer = (unsigned char*)GX2RLockSurfaceEx(&glyph->texture.surface, 0, (GX2RResourceFlags)0);
const unsigned char *in_pointer = pixels;
unsigned char *out_pointer = framebuffer;
for (size_t y = 0; y < height; ++y)
{
memcpy(out_pointer, in_pointer, width);
in_pointer += pitch;
out_pointer += glyph->texture.surface.pitch;
}
GX2RUnlockSurfaceEx(&glyph->texture.surface, 0, (GX2RResourceFlags)0);
return glyph;
return atlas;
}
else
{
Backend_PrintError("GX2RCreateSurface failed in RenderBackend_LoadGlyph");
Backend_PrintError("GX2RCreateSurface failed in RenderBackend_CreateGlyphAtlas");
}
free(glyph);
free(atlas);
}
return NULL;
}
void RenderBackend_UnloadGlyph(RenderBackend_Glyph *glyph)
void RenderBackend_DestroyGlyphAtlas(RenderBackend_GlyphAtlas *atlas)
{
if (glyph != NULL)
{
GX2RDestroySurfaceEx(&glyph->texture.surface, (GX2RResourceFlags)0);
free(glyph);
}
GX2RDestroySurfaceEx(&atlas->texture.surface, (GX2RResourceFlags)0);
free(atlas);
}
void RenderBackend_PrepareToDrawGlyphs(RenderBackend_Surface *destination_surface, const unsigned char *colour_channels)
void RenderBackend_UploadGlyph(RenderBackend_GlyphAtlas *atlas, size_t x, size_t y, const unsigned char *pixels, size_t width, size_t height)
{
// Convert from RGB24 to RGBA32, and upload it to the GPU texture
unsigned char *buffer = (unsigned char*)GX2RLockSurfaceEx(&atlas->texture.surface, 0, (GX2RResourceFlags)0);
const unsigned char *in_pointer = pixels;
unsigned char *out_pointer = &buffer[y * atlas->texture.surface.pitch + x];
for (size_t iy = 0; iy < height; ++iy)
{
memcpy(out_pointer, in_pointer, width);
in_pointer += width;
out_pointer += atlas->texture.surface.pitch;
}
GX2RUnlockSurfaceEx(&atlas->texture.surface, 0, (GX2RResourceFlags)0);
}
void RenderBackend_PrepareToDrawGlyphs(RenderBackend_GlyphAtlas *atlas, RenderBackend_Surface *destination_surface, const unsigned char *colour_channels)
{
(void)atlas;
FlushVertexBuffer();
last_render_mode = MODE_BLANK;
last_source_surface = NULL;
@ -815,30 +813,27 @@ void RenderBackend_PrepareToDrawGlyphs(RenderBackend_Surface *destination_surfac
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE);
}
void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y)
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)
{
if (glyph == NULL)
return;
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
VertexBufferSlot *vertex_buffer_slot = (VertexBufferSlot*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
// Set vertex position buffer
const float destination_left = x;
const float destination_top = y;
const float destination_right = x + glyph->width;
const float destination_bottom = y + glyph->height;
const float vertex_left = x;
const float vertex_top = y;
const float vertex_right = x + glyph_width;
const float vertex_bottom = y + glyph_height;
vertex_buffer_slot->vertices[0].position.x = destination_left;
vertex_buffer_slot->vertices[0].position.y = destination_top;
vertex_buffer_slot->vertices[1].position.x = destination_right;
vertex_buffer_slot->vertices[1].position.y = destination_top;
vertex_buffer_slot->vertices[2].position.x = destination_right;
vertex_buffer_slot->vertices[2].position.y = destination_bottom;
vertex_buffer_slot->vertices[3].position.x = destination_left;
vertex_buffer_slot->vertices[3].position.y = destination_bottom;
vertex_buffer_slot->vertices[0].position.x = vertex_left;
vertex_buffer_slot->vertices[0].position.y = vertex_top;
vertex_buffer_slot->vertices[1].position.x = vertex_right;
vertex_buffer_slot->vertices[1].position.y = vertex_top;
vertex_buffer_slot->vertices[2].position.x = vertex_right;
vertex_buffer_slot->vertices[2].position.y = vertex_bottom;
vertex_buffer_slot->vertices[3].position.x = vertex_left;
vertex_buffer_slot->vertices[3].position.y = vertex_bottom;
for (unsigned int i = 0; i < 4; ++i)
{
@ -851,16 +846,31 @@ void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y)
vertex_buffer_slot->vertices[i].position.y += 1.0f;
}
// Set texture coordinate buffer
vertex_buffer_slot->vertices[0].texture.x = 0.0f;
vertex_buffer_slot->vertices[0].texture.y = 0.0f;
vertex_buffer_slot->vertices[1].texture.x = 1.0f;
vertex_buffer_slot->vertices[1].texture.y = 0.0f;
vertex_buffer_slot->vertices[2].texture.x = 1.0f;
vertex_buffer_slot->vertices[2].texture.y = 1.0f;
vertex_buffer_slot->vertices[3].texture.x = 0.0f;
vertex_buffer_slot->vertices[3].texture.y = 1.0f;
const float texture_left = glyph_x / (float)atlas->size;
const float texture_top = glyph_y / (float)atlas->size;
const float texture_right = (glyph_x + glyph_width) / (float)atlas->size;
const float texture_bottom = (glyph_y + glyph_height) / (float)atlas->size;
// Set texture coordinate buffer
#if 0
vertex_buffer_slot->vertices[0].texture.x = 0;
vertex_buffer_slot->vertices[0].texture.y = 0;
vertex_buffer_slot->vertices[1].texture.x = 1;
vertex_buffer_slot->vertices[1].texture.y = 0;
vertex_buffer_slot->vertices[2].texture.x = 1;
vertex_buffer_slot->vertices[2].texture.y = 1;
vertex_buffer_slot->vertices[3].texture.x = 0;
vertex_buffer_slot->vertices[3].texture.y = 1;
#else
vertex_buffer_slot->vertices[0].texture.x = texture_left;
vertex_buffer_slot->vertices[0].texture.y = texture_top;
vertex_buffer_slot->vertices[1].texture.x = texture_right;
vertex_buffer_slot->vertices[1].texture.y = texture_top;
vertex_buffer_slot->vertices[2].texture.x = texture_right;
vertex_buffer_slot->vertices[2].texture.y = texture_bottom;
vertex_buffer_slot->vertices[3].texture.x = texture_left;
vertex_buffer_slot->vertices[3].texture.y = texture_bottom;
#endif
GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
// Draw to the selected texture, instead of the screen
@ -875,7 +885,7 @@ void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y)
// Bind misc. data
GX2SetPixelSampler(&sampler, glyph_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&glyph->texture, glyph_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&atlas->texture, glyph_shader.pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));