925 lines
32 KiB
C++
925 lines
32 KiB
C++
#include "../Rendering.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 <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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#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 "../Misc.h"
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#define MIN(a,b) ((a) < (b) ? (a) : (b))
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#define MAX(a,b) ((a) > (b) ? (a) : (b))
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typedef enum RenderMode
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{
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MODE_BLANK,
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MODE_DRAW_SURFACE,
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MODE_DRAW_SURFACE_WITH_TRANSPARENCY,
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MODE_COLOUR_FILL,
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MODE_DRAW_GLYPH
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} RenderMode;
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typedef struct RenderBackend_Surface
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{
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GX2Texture texture;
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GX2ColorBuffer colour_buffer;
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bool render_target;
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} RenderBackend_Surface;
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typedef struct RenderBackend_GlyphAtlas
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{
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GX2Texture texture;
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} RenderBackend_GlyphAtlas;
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typedef struct Coordinate2D
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{
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float x;
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float y;
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} Coordinate2D;
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typedef struct Vertex
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{
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Coordinate2D position;
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Coordinate2D texture;
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} Vertex;
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typedef struct VertexBufferSlot
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{
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Vertex vertices[4];
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} VertexBufferSlot;
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static WHBGfxShaderGroup shader_group_texture;
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static WHBGfxShaderGroup shader_group_texture_colour_key;
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static WHBGfxShaderGroup shader_group_colour_fill;
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static WHBGfxShaderGroup shader_group_glyph;
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static GX2RBuffer vertex_buffer;
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static GX2Sampler sampler_point;
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static GX2Sampler sampler_linear;
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static RenderBackend_Surface *framebuffer_surface;
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static RenderBackend_Surface *upscaled_framebuffer_surface_tv;
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static RenderBackend_Surface *upscaled_framebuffer_surface_drc;
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static GX2ContextState *gx2_context;
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static VertexBufferSlot *local_vertex_buffer;
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static size_t local_vertex_buffer_size;
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static size_t current_vertex_buffer_slot;
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static RenderMode last_render_mode;
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static GX2Texture *last_source_texture;
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static GX2Texture *last_destination_texture;
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static const unsigned char shader_colour_fill[] = {
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#include "WiiUShaders/colour_fill.gsh.h"
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};
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static const unsigned char shader_glyph[] = {
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#include "WiiUShaders/glyph.gsh.h"
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};
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static const unsigned char shader_texture[] = {
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#include "WiiUShaders/texture.gsh.h"
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};
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static const unsigned char shader_texture_colour_key[] = {
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#include "WiiUShaders/texture_colour_key.gsh.h"
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};
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static VertexBufferSlot* GetVertexBufferSlot(void)
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{
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++current_vertex_buffer_slot;
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// Check if buffer needs expanding
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if (current_vertex_buffer_slot > local_vertex_buffer_size)
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{
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local_vertex_buffer_size = 1;
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while (current_vertex_buffer_slot > local_vertex_buffer_size)
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local_vertex_buffer_size <<= 1;
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VertexBufferSlot *new_vertex_buffer = (VertexBufferSlot*)realloc(local_vertex_buffer, local_vertex_buffer_size * sizeof(VertexBufferSlot));
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if (new_vertex_buffer != NULL)
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{
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local_vertex_buffer = new_vertex_buffer;
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}
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else
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{
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Backend_PrintError("Couldn't expand vertex buffer");
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return NULL;
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}
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}
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return &local_vertex_buffer[current_vertex_buffer_slot - 1];
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}
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static void FlushVertexBuffer(void)
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{
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static size_t vertex_buffer_size = 1;
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if (current_vertex_buffer_slot == 0)
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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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// Upload vertex buffer to VBO, growing it if necessary
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if (local_vertex_buffer_size > vertex_buffer_size)
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{
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vertex_buffer_size = local_vertex_buffer_size;
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GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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vertex_buffer.elemCount = vertex_buffer_size;
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GX2RCreateBuffer(&vertex_buffer); // We're basically screwed if this fails
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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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}
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void *vertex_pointer = GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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memcpy(vertex_pointer, local_vertex_buffer, current_vertex_buffer_slot * sizeof(VertexBufferSlot));
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GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4 * current_vertex_buffer_slot, 0, 1);
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current_vertex_buffer_slot = 0;
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}
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static void Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect *source_rect, RenderBackend_Surface *destination_surface, const RenderBackend_Rect *destination_rect, bool colour_key)
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{
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const RenderMode render_mode = (colour_key ? MODE_DRAW_SURFACE_WITH_TRANSPARENCY : MODE_DRAW_SURFACE);
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// Flush vertex data if a context-change is needed
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if (last_render_mode != render_mode || last_source_texture != &source_surface->texture || last_destination_texture != &destination_surface->texture)
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{
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FlushVertexBuffer();
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last_render_mode = render_mode;
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last_source_texture = &source_surface->texture;
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last_destination_texture = &destination_surface->texture;
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// Draw to the selected texture, instead of the screen
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GX2SetColorBuffer(&destination_surface->colour_buffer, GX2_RENDER_TARGET_0);
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GX2SetViewport(0.0f, 0.0f, (float)destination_surface->colour_buffer.surface.width, (float)destination_surface->colour_buffer.surface.height, 0.0f, 1.0f);
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GX2SetScissor(0, 0, destination_surface->colour_buffer.surface.width, destination_surface->colour_buffer.surface.height);
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// Select shader
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WHBGfxShaderGroup *shader = colour_key ? &shader_group_texture_colour_key : &shader_group_texture;
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// Bind it
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GX2SetFetchShader(&shader->fetchShader);
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GX2SetVertexShader(shader->vertexShader);
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GX2SetPixelShader(shader->pixelShader);
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// Set shader uniforms
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const float vertex_coordinate_transform[4] = {2.0f / destination_surface->texture.surface.width, -2.0f / destination_surface->texture.surface.height, 1.0f, 1.0f};
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GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[0].offset, 4, (uint32_t*)vertex_coordinate_transform);
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const float texture_coordinate_transform[4] = {1.0f / source_surface->texture.surface.width, 1.0f / source_surface->texture.surface.height, 1.0f, 1.0f};
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GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[1].offset, 4, (uint32_t*)texture_coordinate_transform);
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// Bind misc. data
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GX2SetPixelSampler(&sampler_point, shader->pixelShader->samplerVars[0].location);
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GX2SetPixelTexture(&source_surface->texture, shader->pixelShader->samplerVars[0].location);
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// Disable blending
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GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE);
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}
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VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
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if (vertex_buffer_slot != NULL)
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{
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// Set vertex position buffer
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const float vertex_left = destination_rect->left;
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const float vertex_top = destination_rect->top;
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const float vertex_right = destination_rect->right;
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const float vertex_bottom = destination_rect->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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const float texture_left = source_rect->left;
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const float texture_top = source_rect->top;
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const float texture_right = source_rect->right;
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const float texture_bottom = source_rect->bottom;
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// Set texture coordinate buffer
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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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}
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}
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RenderBackend_Surface* RenderBackend_Init(const char *window_title, size_t screen_width, size_t 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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if (WHBGfxInit())
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{
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// Initialise the shaders
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// Texture shader
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if (WHBGfxLoadGFDShaderGroup(&shader_group_texture, 0, shader_texture))
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{
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WHBGfxInitShaderAttribute(&shader_group_texture, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitShaderAttribute(&shader_group_texture, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitFetchShader(&shader_group_texture);
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// Texture shader (with colour-key)
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if (WHBGfxLoadGFDShaderGroup(&shader_group_texture_colour_key, 0, shader_texture_colour_key))
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{
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WHBGfxInitShaderAttribute(&shader_group_texture_colour_key, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitShaderAttribute(&shader_group_texture_colour_key, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitFetchShader(&shader_group_texture_colour_key);
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// Colour-fill shader
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if (WHBGfxLoadGFDShaderGroup(&shader_group_colour_fill, 0, shader_colour_fill))
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{
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WHBGfxInitShaderAttribute(&shader_group_colour_fill, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitFetchShader(&shader_group_colour_fill);
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// Glyph shader
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if (WHBGfxLoadGFDShaderGroup(&shader_group_glyph, 0, shader_glyph))
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{
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WHBGfxInitShaderAttribute(&shader_group_glyph, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitShaderAttribute(&shader_group_glyph, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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WHBGfxInitFetchShader(&shader_group_glyph);
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// Initialise samplers
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GX2InitSampler(&sampler_point, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_POINT);
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GX2InitSampler(&sampler_linear, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR);
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// Initialise vertex buffer
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vertex_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_buffer.elemSize = sizeof(VertexBufferSlot);
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vertex_buffer.elemCount = 1;
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if (GX2RCreateBuffer(&vertex_buffer))
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{
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// Create framebuffer surface
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framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true);
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if (framebuffer_surface != NULL)
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{
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// Create upscaled framebuffer surface
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size_t tv_width, tv_height;
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switch (GX2GetSystemTVScanMode())
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{
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case GX2_TV_SCAN_MODE_480I:
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case GX2_TV_SCAN_MODE_480P:
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tv_width = 854;
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tv_height = 480;
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break;
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case GX2_TV_SCAN_MODE_576I:
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case GX2_TV_SCAN_MODE_720P:
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tv_width = 1280;
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tv_height = 720;
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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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tv_width = 1920;
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tv_height = 1080;
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break;
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}
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size_t upscale_factor = MAX(1, MIN((tv_width + screen_width / 2) / screen_width, (tv_height + screen_height / 2) / screen_height));
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upscaled_framebuffer_surface_tv = RenderBackend_CreateSurface(screen_width * upscale_factor, screen_height * upscale_factor, true);
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if (upscaled_framebuffer_surface_tv != NULL)
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{
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// Create upscaled framebuffer surface
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size_t drc_width = 854;
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size_t drc_height = 480;
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size_t upscale_factor = MAX(1, MIN((drc_width + screen_width / 2) / screen_width, (drc_height + screen_height / 2) / screen_height));
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upscaled_framebuffer_surface_drc = RenderBackend_CreateSurface(screen_width * upscale_factor, screen_height * upscale_factor, true);
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if (upscaled_framebuffer_surface_drc != NULL)
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{
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// From what I can tell, there isn't a 'global context' in GX2: instead there are context objects.
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// wut internally uses (and *switches to*) its own contexts, so we need to maintain one too,
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// and make sure we're always switching back to it when wut is done doing what it's doing.
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gx2_context = (GX2ContextState*)aligned_alloc(GX2_CONTEXT_STATE_ALIGNMENT, sizeof(GX2ContextState));
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if (gx2_context != NULL)
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{
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memset(gx2_context, 0, sizeof(GX2ContextState));
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GX2SetupContextStateEx(gx2_context, TRUE);
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GX2SetContextState(gx2_context);
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// Disable depth-test (enabled by default for some reason)
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GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
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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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return framebuffer_surface;
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}
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else
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{
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Backend_PrintError("Couldn't allocate memory for the GX2 context");
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}
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RenderBackend_FreeSurface(upscaled_framebuffer_surface_drc);
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}
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else
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{
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Backend_PrintError("Couldn't create the DRC upscaled framebuffer surface");
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}
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RenderBackend_FreeSurface(upscaled_framebuffer_surface_tv);
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}
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else
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{
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Backend_PrintError("Couldn't create the TV upscaled framebuffer surface");
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}
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RenderBackend_FreeSurface(framebuffer_surface);
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}
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else
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{
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Backend_PrintError("Couldn't create the framebuffer surface");
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}
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}
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else
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{
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Backend_PrintError("Couldn't create the vertex buffer");
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}
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WHBGfxFreeShaderGroup(&shader_group_glyph);
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}
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else
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{
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Backend_PrintError("Couldn't create the glyph shader");
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}
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WHBGfxFreeShaderGroup(&shader_group_colour_fill);
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}
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else
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{
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Backend_PrintError("Couldn't create the colour-fill shader");
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}
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WHBGfxFreeShaderGroup(&shader_group_texture_colour_key);
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}
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else
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{
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Backend_PrintError("Couldn't create the texture colour-key shader");
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}
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WHBGfxFreeShaderGroup(&shader_group_texture);
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}
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else
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{
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Backend_PrintError("Couldn't create the texture shader");
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}
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WHBGfxShutdown();
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}
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else
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{
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Backend_PrintError("WHBGfxInit failed");
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}
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return NULL;
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}
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void RenderBackend_Deinit(void)
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{
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free(gx2_context);
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RenderBackend_FreeSurface(framebuffer_surface);
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GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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WHBGfxFreeShaderGroup(&shader_group_glyph);
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WHBGfxFreeShaderGroup(&shader_group_colour_fill);
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WHBGfxFreeShaderGroup(&shader_group_texture_colour_key);
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WHBGfxFreeShaderGroup(&shader_group_texture);
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WHBGfxShutdown();
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}
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void RenderBackend_DrawScreen(void)
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{
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FlushVertexBuffer();
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last_render_mode = MODE_BLANK;
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last_source_texture = NULL;
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last_destination_texture = NULL;
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RenderBackend_Rect source_rect;
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source_rect.left = 0;
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source_rect.top = 0;
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source_rect.right = framebuffer_surface->texture.surface.width;
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source_rect.bottom = framebuffer_surface->texture.surface.height;
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RenderBackend_Rect destination_rect;
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destination_rect.left = 0;
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destination_rect.top = 0;
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destination_rect.right = upscaled_framebuffer_surface_tv->texture.surface.width;
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destination_rect.bottom = upscaled_framebuffer_surface_tv->texture.surface.height;
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Blit(framebuffer_surface, &source_rect, upscaled_framebuffer_surface_tv, &destination_rect, false);
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destination_rect.right = upscaled_framebuffer_surface_drc->texture.surface.width;
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destination_rect.bottom = upscaled_framebuffer_surface_drc->texture.surface.height;
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Blit(framebuffer_surface, &source_rect, upscaled_framebuffer_surface_drc, &destination_rect, false);
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// Make sure the buffers aren't currently being used before we modify them
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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
|
|
}
|