cave-story-solaris/src/Backends/Rendering/WiiU.cpp
2020-10-04 13:56:43 +01:00

925 lines
32 KiB
C++

#include "../Rendering.h"
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
#include <string>
#include <gx2/context.h>
#include <gx2/display.h>
#include <gx2/draw.h>
#include <gx2/event.h>
#include <gx2/registers.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 "../Misc.h"
#define MIN(a,b) ((a) < (b) ? (a) : (b))
#define MAX(a,b) ((a) > (b) ? (a) : (b))
typedef enum RenderMode
{
MODE_BLANK,
MODE_DRAW_SURFACE,
MODE_DRAW_SURFACE_WITH_TRANSPARENCY,
MODE_COLOUR_FILL,
MODE_DRAW_GLYPH
} RenderMode;
typedef struct RenderBackend_Surface
{
GX2Texture texture;
GX2ColorBuffer colour_buffer;
bool render_target;
} RenderBackend_Surface;
typedef struct RenderBackend_GlyphAtlas
{
GX2Texture texture;
} RenderBackend_GlyphAtlas;
typedef struct Coordinate2D
{
float x;
float y;
} Coordinate2D;
typedef struct Vertex
{
Coordinate2D position;
Coordinate2D texture;
} Vertex;
typedef struct VertexBufferSlot
{
Vertex vertices[4];
} VertexBufferSlot;
static WHBGfxShaderGroup shader_group_texture;
static WHBGfxShaderGroup shader_group_texture_colour_key;
static WHBGfxShaderGroup shader_group_colour_fill;
static WHBGfxShaderGroup shader_group_glyph;
static GX2RBuffer vertex_buffer;
static GX2Sampler sampler_point;
static GX2Sampler sampler_linear;
static RenderBackend_Surface *framebuffer_surface;
static RenderBackend_Surface *upscaled_framebuffer_surface_tv;
static RenderBackend_Surface *upscaled_framebuffer_surface_drc;
static GX2ContextState *gx2_context;
static VertexBufferSlot *local_vertex_buffer;
static size_t local_vertex_buffer_size;
static size_t current_vertex_buffer_slot;
static RenderMode last_render_mode;
static GX2Texture *last_source_texture;
static GX2Texture *last_destination_texture;
static const unsigned char shader_colour_fill[] = {
#include "WiiUShaders/colour_fill.gsh.h"
};
static const unsigned char shader_glyph[] = {
#include "WiiUShaders/glyph.gsh.h"
};
static const unsigned char shader_texture[] = {
#include "WiiUShaders/texture.gsh.h"
};
static const unsigned char shader_texture_colour_key[] = {
#include "WiiUShaders/texture_colour_key.gsh.h"
};
static VertexBufferSlot* GetVertexBufferSlot(void)
{
++current_vertex_buffer_slot;
// Check if buffer needs expanding
if (current_vertex_buffer_slot > local_vertex_buffer_size)
{
local_vertex_buffer_size = 1;
while (current_vertex_buffer_slot > local_vertex_buffer_size)
local_vertex_buffer_size <<= 1;
VertexBufferSlot *new_vertex_buffer = (VertexBufferSlot*)realloc(local_vertex_buffer, local_vertex_buffer_size * sizeof(VertexBufferSlot));
if (new_vertex_buffer != NULL)
{
local_vertex_buffer = new_vertex_buffer;
}
else
{
Backend_PrintError("Couldn't expand vertex buffer");
return NULL;
}
}
return &local_vertex_buffer[current_vertex_buffer_slot - 1];
}
static void FlushVertexBuffer(void)
{
static size_t vertex_buffer_size = 1;
if (current_vertex_buffer_slot == 0)
return;
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
// Upload vertex buffer to VBO, growing it if necessary
if (local_vertex_buffer_size > vertex_buffer_size)
{
vertex_buffer_size = local_vertex_buffer_size;
GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
vertex_buffer.elemCount = vertex_buffer_size;
GX2RCreateBuffer(&vertex_buffer); // We're basically screwed if this fails
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
}
void *vertex_pointer = GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
memcpy(vertex_pointer, local_vertex_buffer, current_vertex_buffer_slot * sizeof(VertexBufferSlot));
GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4 * current_vertex_buffer_slot, 0, 1);
current_vertex_buffer_slot = 0;
}
static void Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect *source_rect, RenderBackend_Surface *destination_surface, const RenderBackend_Rect *destination_rect, bool colour_key)
{
const RenderMode render_mode = (colour_key ? MODE_DRAW_SURFACE_WITH_TRANSPARENCY : MODE_DRAW_SURFACE);
// Flush vertex data if a context-change is needed
if (last_render_mode != render_mode || last_source_texture != &source_surface->texture || last_destination_texture != &destination_surface->texture)
{
FlushVertexBuffer();
last_render_mode = render_mode;
last_source_texture = &source_surface->texture;
last_destination_texture = &destination_surface->texture;
// Draw to the selected texture, instead of the screen
GX2SetColorBuffer(&destination_surface->colour_buffer, GX2_RENDER_TARGET_0);
GX2SetViewport(0.0f, 0.0f, (float)destination_surface->colour_buffer.surface.width, (float)destination_surface->colour_buffer.surface.height, 0.0f, 1.0f);
GX2SetScissor(0, 0, destination_surface->colour_buffer.surface.width, destination_surface->colour_buffer.surface.height);
// Select shader
WHBGfxShaderGroup *shader = colour_key ? &shader_group_texture_colour_key : &shader_group_texture;
// Bind it
GX2SetFetchShader(&shader->fetchShader);
GX2SetVertexShader(shader->vertexShader);
GX2SetPixelShader(shader->pixelShader);
// Set shader uniforms
const float vertex_coordinate_transform[4] = {2.0f / destination_surface->texture.surface.width, -2.0f / destination_surface->texture.surface.height, 1.0f, 1.0f};
GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[0].offset, 4, (uint32_t*)vertex_coordinate_transform);
const float texture_coordinate_transform[4] = {1.0f / source_surface->texture.surface.width, 1.0f / source_surface->texture.surface.height, 1.0f, 1.0f};
GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[1].offset, 4, (uint32_t*)texture_coordinate_transform);
// Bind misc. data
GX2SetPixelSampler(&sampler_point, shader->pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&source_surface->texture, shader->pixelShader->samplerVars[0].location);
// Disable blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE);
}
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
if (vertex_buffer_slot != NULL)
{
// Set vertex position buffer
const float vertex_left = destination_rect->left;
const float vertex_top = destination_rect->top;
const float vertex_right = destination_rect->right;
const float vertex_bottom = destination_rect->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;
const float texture_left = source_rect->left;
const float texture_top = source_rect->top;
const float texture_right = source_rect->right;
const float texture_bottom = source_rect->bottom;
// Set texture coordinate buffer
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;
}
}
RenderBackend_Surface* RenderBackend_Init(const char *window_title, size_t screen_width, size_t screen_height, bool fullscreen)
{
(void)window_title;
(void)fullscreen;
if (WHBGfxInit())
{
// Initialise the shaders
// Texture shader
if (WHBGfxLoadGFDShaderGroup(&shader_group_texture, 0, shader_texture))
{
WHBGfxInitShaderAttribute(&shader_group_texture, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitShaderAttribute(&shader_group_texture, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&shader_group_texture);
// Texture shader (with colour-key)
if (WHBGfxLoadGFDShaderGroup(&shader_group_texture_colour_key, 0, shader_texture_colour_key))
{
WHBGfxInitShaderAttribute(&shader_group_texture_colour_key, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitShaderAttribute(&shader_group_texture_colour_key, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&shader_group_texture_colour_key);
// Colour-fill shader
if (WHBGfxLoadGFDShaderGroup(&shader_group_colour_fill, 0, shader_colour_fill))
{
WHBGfxInitShaderAttribute(&shader_group_colour_fill, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&shader_group_colour_fill);
// Glyph shader
if (WHBGfxLoadGFDShaderGroup(&shader_group_glyph, 0, shader_glyph))
{
WHBGfxInitShaderAttribute(&shader_group_glyph, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitShaderAttribute(&shader_group_glyph, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&shader_group_glyph);
// Initialise samplers
GX2InitSampler(&sampler_point, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_POINT);
GX2InitSampler(&sampler_linear, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR);
// Initialise vertex buffer
vertex_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
GX2R_RESOURCE_USAGE_CPU_READ |
GX2R_RESOURCE_USAGE_CPU_WRITE |
GX2R_RESOURCE_USAGE_GPU_READ);
vertex_buffer.elemSize = sizeof(VertexBufferSlot);
vertex_buffer.elemCount = 1;
if (GX2RCreateBuffer(&vertex_buffer))
{
// Create framebuffer surface
framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true);
if (framebuffer_surface != NULL)
{
// Create upscaled framebuffer surface
size_t tv_width, tv_height;
switch (GX2GetSystemTVScanMode())
{
case GX2_TV_SCAN_MODE_480I:
case GX2_TV_SCAN_MODE_480P:
tv_width = 854;
tv_height = 480;
break;
case GX2_TV_SCAN_MODE_576I:
case GX2_TV_SCAN_MODE_720P:
tv_width = 1280;
tv_height = 720;
break;
case GX2_TV_SCAN_MODE_1080I:
case GX2_TV_SCAN_MODE_1080P:
tv_width = 1920;
tv_height = 1080;
break;
}
size_t upscale_factor = MAX(1, MIN((tv_width + screen_width / 2) / screen_width, (tv_height + screen_height / 2) / screen_height));
upscaled_framebuffer_surface_tv = RenderBackend_CreateSurface(screen_width * upscale_factor, screen_height * upscale_factor, true);
if (upscaled_framebuffer_surface_tv != NULL)
{
// Create upscaled framebuffer surface
size_t drc_width = 854;
size_t drc_height = 480;
size_t upscale_factor = MAX(1, MIN((drc_width + screen_width / 2) / screen_width, (drc_height + screen_height / 2) / screen_height));
upscaled_framebuffer_surface_drc = RenderBackend_CreateSurface(screen_width * upscale_factor, screen_height * upscale_factor, true);
if (upscaled_framebuffer_surface_drc != NULL)
{
// From what I can tell, there isn't a 'global context' in GX2: instead there are context objects.
// wut internally uses (and *switches to*) its own contexts, so we need to maintain one too,
// and make sure we're always switching back to it when wut is done doing what it's doing.
gx2_context = (GX2ContextState*)aligned_alloc(GX2_CONTEXT_STATE_ALIGNMENT, sizeof(GX2ContextState));
if (gx2_context != NULL)
{
memset(gx2_context, 0, sizeof(GX2ContextState));
GX2SetupContextStateEx(gx2_context, TRUE);
GX2SetContextState(gx2_context);
// Disable depth-test (enabled by default for some reason)
GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
return framebuffer_surface;
}
else
{
Backend_PrintError("Couldn't allocate memory for the GX2 context");
}
RenderBackend_FreeSurface(upscaled_framebuffer_surface_drc);
}
else
{
Backend_PrintError("Couldn't create the DRC upscaled framebuffer surface");
}
RenderBackend_FreeSurface(upscaled_framebuffer_surface_tv);
}
else
{
Backend_PrintError("Couldn't create the TV upscaled framebuffer surface");
}
RenderBackend_FreeSurface(framebuffer_surface);
}
else
{
Backend_PrintError("Couldn't create the framebuffer surface");
}
}
else
{
Backend_PrintError("Couldn't create the vertex buffer");
}
WHBGfxFreeShaderGroup(&shader_group_glyph);
}
else
{
Backend_PrintError("Couldn't create the glyph shader");
}
WHBGfxFreeShaderGroup(&shader_group_colour_fill);
}
else
{
Backend_PrintError("Couldn't create the colour-fill shader");
}
WHBGfxFreeShaderGroup(&shader_group_texture_colour_key);
}
else
{
Backend_PrintError("Couldn't create the texture colour-key shader");
}
WHBGfxFreeShaderGroup(&shader_group_texture);
}
else
{
Backend_PrintError("Couldn't create the texture shader");
}
WHBGfxShutdown();
}
else
{
Backend_PrintError("WHBGfxInit failed");
}
return NULL;
}
void RenderBackend_Deinit(void)
{
free(gx2_context);
RenderBackend_FreeSurface(framebuffer_surface);
GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
WHBGfxFreeShaderGroup(&shader_group_glyph);
WHBGfxFreeShaderGroup(&shader_group_colour_fill);
WHBGfxFreeShaderGroup(&shader_group_texture_colour_key);
WHBGfxFreeShaderGroup(&shader_group_texture);
WHBGfxShutdown();
}
void RenderBackend_DrawScreen(void)
{
FlushVertexBuffer();
last_render_mode = MODE_BLANK;
last_source_texture = NULL;
last_destination_texture = NULL;
RenderBackend_Rect source_rect;
source_rect.left = 0;
source_rect.top = 0;
source_rect.right = framebuffer_surface->texture.surface.width;
source_rect.bottom = framebuffer_surface->texture.surface.height;
RenderBackend_Rect destination_rect;
destination_rect.left = 0;
destination_rect.top = 0;
destination_rect.right = upscaled_framebuffer_surface_tv->texture.surface.width;
destination_rect.bottom = upscaled_framebuffer_surface_tv->texture.surface.height;
Blit(framebuffer_surface, &source_rect, upscaled_framebuffer_surface_tv, &destination_rect, false);
destination_rect.right = upscaled_framebuffer_surface_drc->texture.surface.width;
destination_rect.bottom = upscaled_framebuffer_surface_drc->texture.surface.height;
Blit(framebuffer_surface, &source_rect, upscaled_framebuffer_surface_drc, &destination_rect, false);
// 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 buffer to (4:3) full-screen
vertex_buffer_slot->vertices[0].position.x = -12.0f / 16.0f + 1.0f;
vertex_buffer_slot->vertices[0].position.y = -2.0f;
vertex_buffer_slot->vertices[1].position.x = 12.0f / 16.0f + 1.0f;
vertex_buffer_slot->vertices[1].position.y = -2.0f;
vertex_buffer_slot->vertices[2].position.x = 12.0f / 16.0f + 1.0f;
vertex_buffer_slot->vertices[2].position.y = 0.0f;
vertex_buffer_slot->vertices[3].position.x = -12.0f / 16.0f + 1.0f;
vertex_buffer_slot->vertices[3].position.y = 0.0f;
// Set buffer to full-texture
vertex_buffer_slot->vertices[0].texture.x = 0.0f;
vertex_buffer_slot->vertices[0].texture.y = 1.0f;
vertex_buffer_slot->vertices[1].texture.x = 1.0f;
vertex_buffer_slot->vertices[1].texture.y = 1.0f;
vertex_buffer_slot->vertices[2].texture.x = 1.0f;
vertex_buffer_slot->vertices[2].texture.y = 0.0f;
vertex_buffer_slot->vertices[3].texture.x = 0.0f;
vertex_buffer_slot->vertices[3].texture.y = 0.0f;
GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
// Disable blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE);
// For some dumbass reason, despite being a vec2, this needs padding to a vec4
const float plain_vec4[4] = {1.0f, 1.0f, 1.0f, 1.0f};
// Start drawing
WHBGfxBeginRender();
////////////////////
// Draw to the TV //
////////////////////
WHBGfxBeginRenderTV();
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// This might be needed? Not sure.
// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
// Select texture shader
GX2SetFetchShader(&shader_group_texture.fetchShader);
GX2SetVertexShader(shader_group_texture.vertexShader);
GX2SetPixelShader(shader_group_texture.pixelShader);
// Set shader uniforms
GX2SetVertexUniformReg(shader_group_texture.vertexShader->uniformVars[0].offset, 4, (uint32_t*)plain_vec4);
GX2SetVertexUniformReg(shader_group_texture.vertexShader->uniformVars[1].offset, 4, (uint32_t*)plain_vec4);
// Bind a few things
GX2SetPixelSampler(&sampler_linear, shader_group_texture.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&upscaled_framebuffer_surface_tv->texture, shader_group_texture.pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
WHBGfxFinishRenderTV();
/////////////////////////
// Draw to the gamepad //
/////////////////////////
WHBGfxBeginRenderDRC();
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// This might be needed? Not sure.
// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
// Select texture shader
GX2SetFetchShader(&shader_group_texture.fetchShader);
GX2SetVertexShader(shader_group_texture.vertexShader);
GX2SetPixelShader(shader_group_texture.pixelShader);
// Set shader uniforms
GX2SetVertexUniformReg(shader_group_texture.vertexShader->uniformVars[0].offset, 4, (uint32_t*)plain_vec4);
GX2SetVertexUniformReg(shader_group_texture.vertexShader->uniformVars[1].offset, 4, (uint32_t*)plain_vec4);
// Bind a few things
GX2SetPixelSampler(&sampler_linear, shader_group_texture.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&upscaled_framebuffer_surface_drc->texture, shader_group_texture.pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
WHBGfxFinishRenderDRC();
WHBGfxFinishRender();
// Switch back to our context
GX2SetContextState(gx2_context);
}
RenderBackend_Surface* RenderBackend_CreateSurface(size_t width, size_t height, bool render_target)
{
RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface));
if (surface != NULL)
{
surface->render_target = render_target;
// Initialise texture
memset(&surface->texture, 0, sizeof(surface->texture));
surface->texture.surface.width = width;
surface->texture.surface.height = height;
surface->texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8_G8_B8_A8;
surface->texture.surface.depth = 1;
surface->texture.surface.dim = GX2_SURFACE_DIM_TEXTURE_2D;
surface->texture.surface.tileMode = GX2_TILE_MODE_LINEAR_ALIGNED;
surface->texture.surface.mipLevels = 1;
surface->texture.viewNumMips = 1;
surface->texture.viewNumSlices = 1;
surface->texture.compMap = 0x00010203;
GX2CalcSurfaceSizeAndAlignment(&surface->texture.surface);
GX2InitTextureRegs(&surface->texture);
GX2RResourceFlags resource_flags = (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);
if (render_target)
resource_flags = (GX2RResourceFlags)(resource_flags | GX2R_RESOURCE_BIND_COLOR_BUFFER);
if (GX2RCreateSurface(&surface->texture.surface, resource_flags))
{
if (!render_target)
{
return surface;
}
else
{
// Initialise colour buffer (needed so the texture can be drawn to)
memset(&surface->colour_buffer, 0, sizeof(surface->colour_buffer));
surface->colour_buffer.surface = surface->texture.surface;
surface->colour_buffer.viewNumSlices = 1;
GX2InitColorBufferRegs(&surface->colour_buffer);
if (GX2RCreateSurfaceUserMemory(&surface->colour_buffer.surface, (uint8_t*)surface->texture.surface.image, (uint8_t*)surface->texture.surface.mipmaps, surface->texture.surface.resourceFlags))
return surface;
else
Backend_PrintError("GX2RCreateSurfaceUserMemory failed in RenderBackend_CreateSurface");
GX2RDestroySurfaceEx(&surface->texture.surface, (GX2RResourceFlags)0);
}
}
else
{
Backend_PrintError("GX2RCreateSurface failed in RenderBackend_CreateSurface");
}
free(surface);
}
return NULL;
}
void RenderBackend_FreeSurface(RenderBackend_Surface *surface)
{
// Flush the vertex buffer if we're about to destroy its texture
if (&surface->texture == last_source_texture)
{
FlushVertexBuffer();
last_source_texture = NULL;
}
if (&surface->texture == last_destination_texture)
{
FlushVertexBuffer();
last_destination_texture = NULL;
}
if (surface->render_target)
GX2RDestroySurfaceEx(&surface->colour_buffer.surface, (GX2RResourceFlags)0);
GX2RDestroySurfaceEx(&surface->texture.surface, (GX2RResourceFlags)0);
free(surface);
}
bool RenderBackend_IsSurfaceLost(RenderBackend_Surface *surface)
{
(void)surface;
return false;
}
void RenderBackend_RestoreSurface(RenderBackend_Surface *surface)
{
(void)surface;
}
void RenderBackend_UploadSurface(RenderBackend_Surface *surface, const unsigned char *pixels, size_t width, size_t height)
{
// Flush the vertex buffer if we're about to modify its texture
if (&surface->texture == last_source_texture || &surface->texture == last_destination_texture)
FlushVertexBuffer();
// Convert from RGB24 to RGBA32, and upload it to the GPU texture
unsigned char *buffer = (unsigned char*)GX2RLockSurfaceEx(&surface->texture.surface, 0, (GX2RResourceFlags)0);
if (buffer != NULL)
{
const unsigned char *in_pointer = pixels;
for (size_t y = 0; y < height; ++y)
{
unsigned char *out_pointer = &buffer[y * surface->texture.surface.pitch * 4];
for (size_t x = 0; x < width; ++x)
{
*out_pointer++ = *in_pointer++;
*out_pointer++ = *in_pointer++;
*out_pointer++ = *in_pointer++;
*out_pointer++ = 0;
}
}
GX2RUnlockSurfaceEx(&surface->texture.surface, 0, (GX2RResourceFlags)0);
}
}
void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect *rect, RenderBackend_Surface *destination_surface, long x, long y, bool colour_key)
{
RenderBackend_Rect destination_rect = {x, y, x + (rect->right - rect->left), y + (rect->bottom - rect->top)};
Blit(source_surface, rect, destination_surface, &destination_rect, colour_key);
}
void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBackend_Rect *rect, unsigned char red, unsigned char green, unsigned char blue)
{
static unsigned char last_red;
static unsigned char last_green;
static unsigned char last_blue;
// Flush vertex data if a context-change is needed
if (last_render_mode != MODE_COLOUR_FILL || last_destination_texture != &surface->texture || last_red != red || last_green != green || last_blue != blue)
{
FlushVertexBuffer();
last_render_mode = MODE_COLOUR_FILL;
last_source_texture = NULL;
last_destination_texture = &surface->texture;
last_red = red;
last_green = green;
last_blue = blue;
// Draw to the selected texture, instead of the screen
GX2SetColorBuffer(&surface->colour_buffer, GX2_RENDER_TARGET_0);
GX2SetViewport(0.0f, 0.0f, (float)surface->colour_buffer.surface.width, (float)surface->colour_buffer.surface.height, 0.0f, 1.0f);
GX2SetScissor(0, 0, (float)surface->colour_buffer.surface.width, (float)surface->colour_buffer.surface.height);
// Bind the colour-fill shader
GX2SetFetchShader(&shader_group_colour_fill.fetchShader);
GX2SetVertexShader(shader_group_colour_fill.vertexShader);
GX2SetPixelShader(shader_group_colour_fill.pixelShader);
// Set shader uniforms
const float vertex_coordinate_transform[4] = {2.0f / surface->texture.surface.width, -2.0f / surface->texture.surface.height, 1.0f, 1.0f};
GX2SetVertexUniformReg(shader_group_colour_fill.vertexShader->uniformVars[0].offset, 4, (uint32_t*)vertex_coordinate_transform);
const float uniform_colours[4] = {red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f};
GX2SetPixelUniformReg(shader_group_colour_fill.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
// Disable blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE);
}
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
if (vertex_buffer_slot != NULL)
{
// Set vertex position buffer
const float vertex_left = rect->left;
const float vertex_top = rect->top;
const float vertex_right = rect->right;
const float vertex_bottom = rect->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;
}
}
RenderBackend_GlyphAtlas* RenderBackend_CreateGlyphAtlas(size_t width, size_t height)
{
RenderBackend_GlyphAtlas *atlas = (RenderBackend_GlyphAtlas*)malloc(sizeof(RenderBackend_GlyphAtlas));
if (atlas != NULL)
{
// Initialise texture
memset(&atlas->texture, 0, sizeof(atlas->texture));
atlas->texture.surface.width = width;
atlas->texture.surface.height = height;
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(&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)))
{
return atlas;
}
else
{
Backend_PrintError("GX2RCreateSurface failed in RenderBackend_CreateGlyphAtlas");
}
free(atlas);
}
return NULL;
}
void RenderBackend_DestroyGlyphAtlas(RenderBackend_GlyphAtlas *atlas)
{
GX2RDestroySurfaceEx(&atlas->texture.surface, (GX2RResourceFlags)0);
free(atlas);
}
void RenderBackend_UploadGlyph(RenderBackend_GlyphAtlas *atlas, size_t x, size_t y, const unsigned char *pixels, size_t width, size_t height, size_t pitch)
{
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 += pitch;
out_pointer += atlas->texture.surface.pitch;
}
GX2RUnlockSurfaceEx(&atlas->texture.surface, 0, (GX2RResourceFlags)0);
}
void RenderBackend_PrepareToDrawGlyphs(RenderBackend_GlyphAtlas *atlas, RenderBackend_Surface *destination_surface, unsigned char red, unsigned char green, unsigned char blue)
{
static unsigned char last_red;
static unsigned char last_green;
static unsigned char last_blue;
// Flush vertex data if a context-change is needed
if (last_render_mode != MODE_DRAW_GLYPH || last_destination_texture != &destination_surface->texture || last_source_texture != &atlas->texture || last_red != red || last_green != green || last_blue != blue)
{
FlushVertexBuffer();
last_render_mode = MODE_DRAW_GLYPH;
last_destination_texture = &destination_surface->texture;
last_source_texture = &atlas->texture;
last_red = red;
last_green = green;
last_blue = blue;
// Draw to the selected texture, instead of the screen
GX2SetColorBuffer(&destination_surface->colour_buffer, GX2_RENDER_TARGET_0);
GX2SetViewport(0.0f, 0.0f, (float)destination_surface->colour_buffer.surface.width, (float)destination_surface->colour_buffer.surface.height, 0.0f, 1.0f);
GX2SetScissor(0, 0, destination_surface->colour_buffer.surface.width, destination_surface->colour_buffer.surface.height);
// Select glyph shader
GX2SetFetchShader(&shader_group_glyph.fetchShader);
GX2SetVertexShader(shader_group_glyph.vertexShader);
GX2SetPixelShader(shader_group_glyph.pixelShader);
// Set shader uniforms
const float vertex_coordinate_transform[4] = {2.0f / destination_surface->texture.surface.width, -2.0f / destination_surface->texture.surface.height, 1.0f, 1.0f};
GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[0].offset, 4, (uint32_t*)vertex_coordinate_transform);
const float texture_coordinate_transform[4] = {1.0f / atlas->texture.surface.width, 1.0f / atlas->texture.surface.height, 1.0f, 1.0f};
GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[1].offset, 4, (uint32_t*)texture_coordinate_transform);
const float uniform_colours[4] = {red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f};
GX2SetPixelUniformReg(shader_group_glyph.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
// Bind misc. data
GX2SetPixelSampler(&sampler_point, shader_group_glyph.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&atlas->texture, shader_group_glyph.pixelShader->samplerVars[0].location);
// Enable blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE);
}
}
void RenderBackend_DrawGlyph(long x, long y, size_t glyph_x, size_t glyph_y, size_t glyph_width, size_t glyph_height)
{
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
if (vertex_buffer_slot != NULL)
{
// Set vertex position buffer
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 = 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;
const float texture_left = glyph_x;
const float texture_top = glyph_y;
const float texture_right = glyph_x + glyph_width;
const float texture_bottom = glyph_y + glyph_height;
// Set texture coordinate buffer
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;
}
}
void RenderBackend_HandleRenderTargetLoss(void)
{
// Doesn't happen on the Wii U
}
void RenderBackend_HandleWindowResize(size_t width, size_t height)
{
(void)width;
(void)height;
// Doesn't happen on the Wii U
}