209 lines
7.1 KiB
C++
209 lines
7.1 KiB
C++
// Sexy new backend that bounces the software-rendered frame to the GPU,
|
|
// eliminating V-tearing, and gaining support for rendering to the TV for
|
|
// free!
|
|
|
|
#include "../Window-Software.h"
|
|
|
|
#include <stddef.h>
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
|
|
#include <gx2/draw.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 "../../Attributes.h"
|
|
|
|
#include "newshader.gsh.h"
|
|
|
|
static unsigned char *fake_framebuffer;
|
|
|
|
static size_t fake_framebuffer_width;
|
|
static size_t fake_framebuffer_height;
|
|
|
|
static WHBGfxShaderGroup shader_group;
|
|
|
|
static GX2RBuffer vertex_position_buffer;
|
|
static GX2RBuffer texture_coordinate_buffer;
|
|
|
|
static GX2Sampler sampler;
|
|
|
|
static GX2Texture screen_texture;
|
|
|
|
bool WindowBackend_Software_CreateWindow(const char *window_title, int screen_width, int screen_height, bool fullscreen)
|
|
{
|
|
(void)window_title;
|
|
(void)fullscreen;
|
|
|
|
fake_framebuffer_width = screen_width;
|
|
fake_framebuffer_height = screen_height;
|
|
|
|
fake_framebuffer = (unsigned char*)malloc(fake_framebuffer_width * fake_framebuffer_height * 3);
|
|
|
|
if (fake_framebuffer != NULL)
|
|
{
|
|
WHBGfxInit();
|
|
|
|
if (WHBGfxLoadGFDShaderGroup(&shader_group, 0, rnewshader))
|
|
{
|
|
WHBGfxInitShaderAttribute(&shader_group, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
|
|
WHBGfxInitShaderAttribute(&shader_group, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
|
|
WHBGfxInitFetchShader(&shader_group);
|
|
|
|
// Initialise vertex position buffer
|
|
const float vertex_positions[4][2] = {
|
|
{-640.0f / 854.0f, 1.0f},
|
|
{ 640.0f / 854.0f, 1.0f},
|
|
{ 640.0f / 854.0f, -1.0f},
|
|
{-640.0f / 854.0f, -1.0f}
|
|
};
|
|
|
|
vertex_position_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
|
|
GX2R_RESOURCE_USAGE_CPU_READ |
|
|
GX2R_RESOURCE_USAGE_CPU_WRITE |
|
|
GX2R_RESOURCE_USAGE_GPU_READ);
|
|
vertex_position_buffer.elemSize = sizeof(vertex_positions[0]);
|
|
vertex_position_buffer.elemCount = sizeof(vertex_positions) / sizeof(vertex_positions[0]);
|
|
GX2RCreateBuffer(&vertex_position_buffer);
|
|
memcpy(GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0), vertex_positions, sizeof(vertex_positions));
|
|
GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
|
|
|
|
// Initialise texture coordinate buffer
|
|
const float texture_coordinates[4][2] = {
|
|
{0.0f, 0.0f},
|
|
{1.0f, 0.0f},
|
|
{1.0f, 1.0f},
|
|
{0.0f, 1.0f}
|
|
};
|
|
|
|
texture_coordinate_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
|
|
GX2R_RESOURCE_USAGE_CPU_READ |
|
|
GX2R_RESOURCE_USAGE_CPU_WRITE |
|
|
GX2R_RESOURCE_USAGE_GPU_READ);
|
|
texture_coordinate_buffer.elemSize = sizeof(texture_coordinates[0]);
|
|
texture_coordinate_buffer.elemCount = sizeof(texture_coordinates) / sizeof(texture_coordinates[0]);
|
|
GX2RCreateBuffer(&texture_coordinate_buffer);
|
|
memcpy(GX2RLockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0), texture_coordinates, sizeof(texture_coordinates));
|
|
GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
|
|
|
|
// Initialise sampler
|
|
GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_POINT);
|
|
|
|
// Initialise screen texture
|
|
screen_texture.surface.width = fake_framebuffer_width;
|
|
screen_texture.surface.height = fake_framebuffer_height;
|
|
screen_texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8_G8_B8_A8;
|
|
screen_texture.surface.depth = 1;
|
|
screen_texture.surface.dim = GX2_SURFACE_DIM_TEXTURE_2D;
|
|
screen_texture.surface.tileMode = GX2_TILE_MODE_LINEAR_ALIGNED;
|
|
screen_texture.surface.mipLevels = 1;
|
|
screen_texture.viewNumMips = 1;
|
|
screen_texture.viewNumSlices = 1;
|
|
screen_texture.compMap = 0x00010203;
|
|
GX2CalcSurfaceSizeAndAlignment(&screen_texture.surface);
|
|
GX2InitTextureRegs(&screen_texture);
|
|
|
|
if (GX2RCreateSurface(&screen_texture.surface, (GX2RResourceFlags)(GX2R_RESOURCE_BIND_TEXTURE | GX2R_RESOURCE_BIND_COLOR_BUFFER |
|
|
GX2R_RESOURCE_USAGE_CPU_WRITE | GX2R_RESOURCE_USAGE_CPU_READ |
|
|
GX2R_RESOURCE_USAGE_GPU_WRITE | GX2R_RESOURCE_USAGE_GPU_READ)))
|
|
{
|
|
// Do some binding
|
|
GX2SetPixelSampler(&sampler, shader_group.pixelShader->samplerVars[0].location);
|
|
GX2SetPixelTexture(&screen_texture, shader_group.pixelShader->samplerVars[0].location);
|
|
GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
|
|
GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
|
|
|
|
return true;
|
|
}
|
|
|
|
GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
|
|
GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
|
|
}
|
|
|
|
WHBGfxFreeShaderGroup(&shader_group);
|
|
|
|
WHBGfxShutdown();
|
|
|
|
free(fake_framebuffer);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void WindowBackend_Software_DestroyWindow(void)
|
|
{
|
|
GX2RDestroySurfaceEx(&screen_texture.surface, (GX2RResourceFlags)0);
|
|
|
|
GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
|
|
GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
|
|
|
|
WHBGfxFreeShaderGroup(&shader_group);
|
|
|
|
WHBGfxShutdown();
|
|
|
|
free(fake_framebuffer);
|
|
}
|
|
|
|
unsigned char* WindowBackend_Software_GetFramebuffer(size_t *pitch)
|
|
{
|
|
*pitch = fake_framebuffer_width * 3;
|
|
|
|
return fake_framebuffer;
|
|
}
|
|
|
|
ATTRIBUTE_HOT void WindowBackend_Software_Display(void)
|
|
{
|
|
// Convert frame from RGB24 to RGBA32, and upload it to the GPU texture
|
|
unsigned char *framebuffer = (unsigned char*)GX2RLockSurfaceEx(&screen_texture.surface, 0, (GX2RResourceFlags)0);
|
|
|
|
const unsigned char *in_pointer = fake_framebuffer;
|
|
unsigned char *out_pointer = framebuffer;
|
|
|
|
for (size_t y = 0; y < fake_framebuffer_height; ++y)
|
|
{
|
|
for (size_t x = 0; x < fake_framebuffer_width; ++x)
|
|
{
|
|
*out_pointer++ = *in_pointer++;
|
|
*out_pointer++ = *in_pointer++;
|
|
*out_pointer++ = *in_pointer++;
|
|
*out_pointer++ = 0;
|
|
}
|
|
}
|
|
|
|
GX2RUnlockSurfaceEx(&screen_texture.surface, 0, (GX2RResourceFlags)0);
|
|
|
|
WHBGfxBeginRender();
|
|
|
|
// Draw to the TV
|
|
WHBGfxBeginRenderTV();
|
|
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
GX2SetFetchShader(&shader_group.fetchShader);
|
|
GX2SetVertexShader(shader_group.vertexShader);
|
|
GX2SetPixelShader(shader_group.pixelShader);
|
|
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
|
|
WHBGfxFinishRenderTV();
|
|
|
|
// Draw to the gamepad
|
|
WHBGfxBeginRenderDRC();
|
|
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
GX2SetFetchShader(&shader_group.fetchShader);
|
|
GX2SetVertexShader(shader_group.vertexShader);
|
|
GX2SetPixelShader(shader_group.pixelShader);
|
|
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
|
|
WHBGfxFinishRenderDRC();
|
|
|
|
WHBGfxFinishRender();
|
|
}
|
|
|
|
void WindowBackend_Software_HandleWindowResize(unsigned int width, unsigned int height)
|
|
{
|
|
(void)width;
|
|
(void)height;
|
|
|
|
// The window doesn't resize on the Wii U
|
|
}
|