866 lines
29 KiB
C++
866 lines
29 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"
|
|
|
|
#include "WiiUShaders/colour_fill.gsh.h"
|
|
#include "WiiUShaders/glyph.gsh.h"
|
|
#include "WiiUShaders/texture.gsh.h"
|
|
#include "WiiUShaders/texture_colour_key.gsh.h"
|
|
|
|
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;
|
|
size_t width;
|
|
size_t height;
|
|
bool render_target;
|
|
} RenderBackend_Surface;
|
|
|
|
typedef struct RenderBackend_GlyphAtlas
|
|
{
|
|
GX2Texture texture;
|
|
} RenderBackend_GlyphAtlas;
|
|
|
|
typedef struct Viewport
|
|
{
|
|
float x;
|
|
float y;
|
|
float width;
|
|
float height;
|
|
} Viewport;
|
|
|
|
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 texture_shader;
|
|
static WHBGfxShaderGroup texture_colour_key_shader;
|
|
static WHBGfxShaderGroup colour_fill_shader;
|
|
static WHBGfxShaderGroup glyph_shader;
|
|
|
|
static GX2RBuffer vertex_buffer;
|
|
|
|
static GX2Sampler sampler;
|
|
|
|
static RenderBackend_Surface *framebuffer_surface;
|
|
|
|
static GX2ContextState *gx2_context;
|
|
|
|
static RenderBackend_Surface *glyph_destination_surface;
|
|
|
|
static Viewport tv_viewport;
|
|
static Viewport drc_viewport;
|
|
|
|
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 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 *realloc_result = (VertexBufferSlot*)realloc(local_vertex_buffer, local_vertex_buffer_size * sizeof(VertexBufferSlot));
|
|
|
|
if (realloc_result != NULL)
|
|
{
|
|
local_vertex_buffer = realloc_result;
|
|
}
|
|
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;
|
|
static size_t current_vertex_buffer = 0;
|
|
|
|
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.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 = vertex_buffer_size;
|
|
|
|
if (GX2RCreateBuffer(&vertex_buffer))
|
|
{
|
|
void *vertex_pointer = GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
|
|
|
|
memcpy(vertex_pointer, local_vertex_buffer, vertex_buffer_size * sizeof(VertexBufferSlot));
|
|
|
|
GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
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 CalculateViewport(size_t actual_screen_width, size_t actual_screen_height, Viewport *viewport)
|
|
{
|
|
if ((float)actual_screen_width / (float)actual_screen_height > (float)framebuffer_surface->width / (float)framebuffer_surface->height)
|
|
{
|
|
viewport->y = 0.0f;
|
|
viewport->height = actual_screen_height;
|
|
|
|
viewport->width = framebuffer_surface->width * ((float)actual_screen_height / (float)framebuffer_surface->height);
|
|
viewport->x = (actual_screen_width - viewport->width) / 2;
|
|
}
|
|
else
|
|
{
|
|
viewport->x = 0.0f;
|
|
viewport->width = actual_screen_width;
|
|
|
|
viewport->height = framebuffer_surface->height * ((float)actual_screen_width / (float)framebuffer_surface->width);
|
|
viewport->y = (actual_screen_height - viewport->height) / 2;
|
|
}
|
|
}
|
|
|
|
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(&texture_shader, 0, rtexture))
|
|
{
|
|
WHBGfxInitShaderAttribute(&texture_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
|
|
WHBGfxInitShaderAttribute(&texture_shader, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
|
|
WHBGfxInitFetchShader(&texture_shader);
|
|
|
|
// Texture shader (with colour-key)
|
|
if (WHBGfxLoadGFDShaderGroup(&texture_colour_key_shader, 0, rtexture_colour_key))
|
|
{
|
|
WHBGfxInitShaderAttribute(&texture_colour_key_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
|
|
WHBGfxInitShaderAttribute(&texture_colour_key_shader, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
|
|
WHBGfxInitFetchShader(&texture_colour_key_shader);
|
|
|
|
// Colour-fill shader
|
|
if (WHBGfxLoadGFDShaderGroup(&colour_fill_shader, 0, rcolour_fill))
|
|
{
|
|
WHBGfxInitShaderAttribute(&colour_fill_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
|
|
WHBGfxInitFetchShader(&colour_fill_shader);
|
|
|
|
// Glyph shader
|
|
if (WHBGfxLoadGFDShaderGroup(&glyph_shader, 0, rglyph))
|
|
{
|
|
WHBGfxInitShaderAttribute(&glyph_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
|
|
WHBGfxInitShaderAttribute(&glyph_shader, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
|
|
WHBGfxInitFetchShader(&glyph_shader);
|
|
|
|
// Initialise sampler
|
|
GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR);
|
|
|
|
// Create framebuffer surface
|
|
framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true);
|
|
|
|
if (framebuffer_surface != NULL)
|
|
{
|
|
// Create a 'context' (this voodoo magic can be used to undo `GX2SetColorBuffer`,
|
|
// allowing us to draw to the screen once again)
|
|
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);
|
|
|
|
// Calculate centred viewports
|
|
switch (GX2GetSystemTVScanMode())
|
|
{
|
|
// For now, we have to match WUT's broken behaviour (its `GX2TVScanMode`
|
|
// enum is missing values, and the rest are off-by-one)
|
|
//case GX2_TV_SCAN_MODE_576I:
|
|
case GX2_TV_SCAN_MODE_480I: // Actually 576i
|
|
case GX2_TV_SCAN_MODE_480P: // Actually 480i
|
|
CalculateViewport(854, 480, &tv_viewport);
|
|
break;
|
|
|
|
case GX2_TV_SCAN_MODE_720P: // Actually 480p
|
|
default: // Funnel the *real* 1080p into this
|
|
CalculateViewport(1280, 720, &tv_viewport);
|
|
break;
|
|
|
|
case GX2_TV_SCAN_MODE_1080I: // Actually invalid
|
|
case GX2_TV_SCAN_MODE_1080P: // Actually 1080i
|
|
CalculateViewport(1920, 1080, &tv_viewport);
|
|
break;
|
|
}
|
|
|
|
CalculateViewport(854, 480, &drc_viewport);
|
|
|
|
return framebuffer_surface;
|
|
}
|
|
else
|
|
{
|
|
Backend_PrintError("Couldn't allocate memory for the GX2 context");
|
|
}
|
|
|
|
RenderBackend_FreeSurface(framebuffer_surface);
|
|
}
|
|
else
|
|
{
|
|
Backend_PrintError("Couldn't create the framebuffer surface");
|
|
}
|
|
|
|
WHBGfxFreeShaderGroup(&glyph_shader);
|
|
}
|
|
else
|
|
{
|
|
Backend_PrintError("Couldn't create the glyph shader");
|
|
}
|
|
|
|
WHBGfxFreeShaderGroup(&colour_fill_shader);
|
|
}
|
|
else
|
|
{
|
|
Backend_PrintError("Couldn't create the colour-fill shader");
|
|
}
|
|
|
|
WHBGfxFreeShaderGroup(&texture_colour_key_shader);
|
|
}
|
|
else
|
|
{
|
|
Backend_PrintError("Couldn't create the texture colour-key shader");
|
|
}
|
|
|
|
WHBGfxFreeShaderGroup(&texture_shader);
|
|
}
|
|
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(&glyph_shader);
|
|
WHBGfxFreeShaderGroup(&colour_fill_shader);
|
|
WHBGfxFreeShaderGroup(&texture_colour_key_shader);
|
|
WHBGfxFreeShaderGroup(&texture_shader);
|
|
|
|
WHBGfxShutdown();
|
|
}
|
|
|
|
void RenderBackend_DrawScreen(void)
|
|
{
|
|
FlushVertexBuffer();
|
|
last_render_mode = MODE_BLANK;
|
|
last_source_texture = NULL;
|
|
last_destination_texture = NULL;
|
|
|
|
// 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 = -1.0f;
|
|
vertex_buffer_slot->vertices[0].position.y = -1.0f;
|
|
vertex_buffer_slot->vertices[1].position.x = 1.0f;
|
|
vertex_buffer_slot->vertices[1].position.y = -1.0f;
|
|
vertex_buffer_slot->vertices[2].position.x = 1.0f;
|
|
vertex_buffer_slot->vertices[2].position.y = 1.0f;
|
|
vertex_buffer_slot->vertices[3].position.x = -1.0f;
|
|
vertex_buffer_slot->vertices[3].position.y = 1.0f;
|
|
|
|
// 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);
|
|
|
|
// Start drawing
|
|
WHBGfxBeginRender();
|
|
|
|
////////////////////
|
|
// Draw to the TV //
|
|
////////////////////
|
|
|
|
WHBGfxBeginRenderTV();
|
|
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
|
|
// Set Viewport
|
|
GX2SetViewport(tv_viewport.x, tv_viewport.y, tv_viewport.width, tv_viewport.height, 0.0f, 1.0f);
|
|
|
|
// This might be needed? Not sure.
|
|
// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
|
|
|
|
// Select texture shader
|
|
GX2SetFetchShader(&texture_shader.fetchShader);
|
|
GX2SetVertexShader(texture_shader.vertexShader);
|
|
GX2SetPixelShader(texture_shader.pixelShader);
|
|
|
|
// Bind a few things
|
|
GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
|
|
GX2SetPixelTexture(&framebuffer_surface->texture, texture_shader.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);
|
|
|
|
// Set Viewport
|
|
GX2SetViewport(drc_viewport.x, drc_viewport.y, drc_viewport.width, drc_viewport.height, 0.0f, 1.0f);
|
|
|
|
// This might be needed? Not sure.
|
|
// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
|
|
|
|
// Select texture shader
|
|
GX2SetFetchShader(&texture_shader.fetchShader);
|
|
GX2SetVertexShader(texture_shader.vertexShader);
|
|
GX2SetPixelShader(texture_shader.pixelShader);
|
|
|
|
// Bind a few things
|
|
GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
|
|
GX2SetPixelTexture(&framebuffer_surface->texture, texture_shader.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();
|
|
|
|
// Do this or else the screen will never update. I wish I understood why.
|
|
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->width = width;
|
|
surface->height = height;
|
|
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)
|
|
{
|
|
if (surface != 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)
|
|
{
|
|
// 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)
|
|
{
|
|
if (source_surface == NULL || destination_surface == NULL)
|
|
return;
|
|
|
|
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 ? &texture_colour_key_shader : &texture_shader;
|
|
|
|
// Bind it
|
|
GX2SetFetchShader(&shader->fetchShader);
|
|
GX2SetVertexShader(shader->vertexShader);
|
|
GX2SetPixelShader(shader->pixelShader);
|
|
|
|
// Bind misc. data
|
|
GX2SetPixelSampler(&sampler, shader->pixelShader->samplerVars[0].location);
|
|
GX2SetPixelTexture(&source_surface->texture, shader->pixelShader->samplerVars[0].location);
|
|
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
|
|
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
|
|
|
|
// 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 = x * 2.0f / destination_surface->width - 1.0f;
|
|
const float vertex_top = y * -2.0f / destination_surface->height + 1.0f;
|
|
const float vertex_right = (x + (rect->right - rect->left)) * 2.0f / destination_surface->width - 1.0f;
|
|
const float vertex_bottom = (y + (rect->bottom - rect->top)) * -2.0f / destination_surface->height + 1.0f;
|
|
|
|
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 = rect->left / (float)source_surface->width;
|
|
const float texture_top = rect->top / (float)source_surface->height;
|
|
const float texture_right = rect->right / (float)source_surface->width;
|
|
const float texture_bottom = rect->bottom / (float)source_surface->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_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;
|
|
|
|
if (surface == NULL)
|
|
return;
|
|
|
|
// 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, 0, (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);
|
|
|
|
// Set the colour-fill... colour
|
|
const float uniform_colours[4] = {red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f};
|
|
GX2SetPixelUniformReg(colour_fill_shader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
|
|
|
|
// Bind the colour-fill shader
|
|
GX2SetFetchShader(&colour_fill_shader.fetchShader);
|
|
GX2SetVertexShader(colour_fill_shader.vertexShader);
|
|
GX2SetPixelShader(colour_fill_shader.pixelShader);
|
|
|
|
// Bind misc. data
|
|
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
|
|
|
|
// 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 * 2.0f / surface->width - 1.0f;
|
|
const float vertex_top = rect->top * -2.0f / surface->height + 1.0f;
|
|
const float vertex_right = rect->right * 2.0f / surface->width - 1.0f;
|
|
const float vertex_bottom = rect->bottom * -2.0f / surface->height + 1.0f;
|
|
|
|
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)
|
|
{
|
|
// 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, unsigned char red, unsigned char green, unsigned char blue)
|
|
{
|
|
(void)atlas;
|
|
|
|
static unsigned char last_red;
|
|
static unsigned char last_green;
|
|
static unsigned char last_blue;
|
|
|
|
if (destination_surface == NULL)
|
|
return;
|
|
|
|
glyph_destination_surface = destination_surface;
|
|
|
|
// Flush vertex data if a context-change is needed
|
|
if (last_render_mode != MODE_DRAW_GLYPH || last_destination_texture != &glyph_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 = &glyph_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(&glyph_destination_surface->colour_buffer, GX2_RENDER_TARGET_0);
|
|
GX2SetViewport(0.0f, 0.0f, (float)glyph_destination_surface->colour_buffer.surface.width, (float)glyph_destination_surface->colour_buffer.surface.height, 0.0f, 1.0f);
|
|
GX2SetScissor(0, 0, glyph_destination_surface->colour_buffer.surface.width, glyph_destination_surface->colour_buffer.surface.height);
|
|
|
|
// Set the colour
|
|
const float uniform_colours[4] = {red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f};
|
|
GX2SetPixelUniformReg(glyph_shader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
|
|
|
|
// Select glyph shader
|
|
GX2SetFetchShader(&glyph_shader.fetchShader);
|
|
GX2SetVertexShader(glyph_shader.vertexShader);
|
|
GX2SetPixelShader(glyph_shader.pixelShader);
|
|
|
|
// Bind misc. data
|
|
GX2SetPixelSampler(&sampler, 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));
|
|
|
|
// Enable blending
|
|
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE);
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
|
|
|
|
if (vertex_buffer_slot != NULL)
|
|
{
|
|
// Set vertex position buffer
|
|
const float vertex_left = x * 2.0f / glyph_destination_surface->width - 1.0f;
|
|
const float vertex_top = y * -2.0f / glyph_destination_surface->height + 1.0f;
|
|
const float vertex_right = (x + glyph_width) * 2.0f / glyph_destination_surface->width - 1.0f;
|
|
const float vertex_bottom = (y + glyph_height) * -2.0f / glyph_destination_surface->height + 1.0f;
|
|
|
|
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 / (float)atlas->texture.surface.width;
|
|
const float texture_top = glyph_y / (float)atlas->texture.surface.height;
|
|
const float texture_right = (glyph_x + glyph_width) / (float)atlas->texture.surface.width;
|
|
const float texture_bottom = (glyph_y + glyph_height) / (float)atlas->texture.surface.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
|
|
}
|