ref: 1d9446d4258c012f280d3e2d54ce49175f7432cb
dir: /src/Backends/Rendering/WiiU.cpp/
#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; unsigned int width; unsigned int height; bool render_target; unsigned char *lock_buffer; // TODO - Dumb } RenderBackend_Surface; typedef struct RenderBackend_Glyph { GX2Texture texture; unsigned int width; unsigned int height; } RenderBackend_Glyph; 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 unsigned long local_vertex_buffer_size; static unsigned long current_vertex_buffer_slot; static RenderMode last_render_mode; static RenderBackend_Surface *last_source_surface; static RenderBackend_Surface *last_destination_surface; 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 unsigned long vertex_buffer_size; static unsigned int 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(unsigned int actual_screen_width, unsigned int 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, int screen_width, int 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_surface = NULL; last_destination_surface = 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); // 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(unsigned int width, unsigned int 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; } unsigned char* RenderBackend_LockSurface(RenderBackend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height) { if (surface != NULL) { // Create a temporary RGB24 buffer (this backend uses RGBA32 // internally, so we can't just use a locked texture) surface->lock_buffer = (unsigned char*)malloc(width * height * 3); *pitch = width * 3; return surface->lock_buffer; } return NULL; } void RenderBackend_UnlockSurface(RenderBackend_Surface *surface, unsigned int width, unsigned int height) { if (surface != NULL) { if (surface->lock_buffer != NULL) { // Convert from RGB24 to RGBA32, and upload it to the GPU texture unsigned char *buffer = (unsigned char*)GX2RLockSurfaceEx(&surface->texture.surface, 0, (GX2RResourceFlags)0); const unsigned char *in_pointer = surface->lock_buffer; for (size_t y = 0; y < height; ++y) { unsigned char *out_pointer = &buffer[surface->texture.surface.pitch * 4 * y]; for (size_t x = 0; x < width; ++x) { *out_pointer++ = *in_pointer++; *out_pointer++ = *in_pointer++; *out_pointer++ = *in_pointer++; *out_pointer++ = 0; } } free(surface->lock_buffer); 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_surface != source_surface || last_destination_surface != destination_surface) { FlushVertexBuffer(); last_render_mode = render_mode; last_source_surface = source_surface; last_destination_surface = destination_surface; // 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)); } VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(); if (vertex_buffer_slot != NULL) { // Set vertex position buffer const float destination_left = x; const float destination_top = y; const float destination_right = x + (rect->right - rect->left); const float destination_bottom = y + (rect->bottom - rect->top); vertex_buffer_slot->vertices[0].position.x = destination_left; vertex_buffer_slot->vertices[0].position.y = destination_top; vertex_buffer_slot->vertices[1].position.x = destination_right; vertex_buffer_slot->vertices[1].position.y = destination_top; vertex_buffer_slot->vertices[2].position.x = destination_right; vertex_buffer_slot->vertices[2].position.y = destination_bottom; vertex_buffer_slot->vertices[3].position.x = destination_left; vertex_buffer_slot->vertices[3].position.y = destination_bottom; for (unsigned int i = 0; i < 4; ++i) { vertex_buffer_slot->vertices[i].position.x /= destination_surface->width; vertex_buffer_slot->vertices[i].position.x *= 2.0f; vertex_buffer_slot->vertices[i].position.x -= 1.0f; vertex_buffer_slot->vertices[i].position.y /= destination_surface->height; vertex_buffer_slot->vertices[i].position.y *= -2.0f; vertex_buffer_slot->vertices[i].position.y += 1.0f; } // Set texture coordinate buffer vertex_buffer_slot->vertices[0].texture.x = rect->left / (float)source_surface->width; vertex_buffer_slot->vertices[0].texture.y = rect->top / (float)source_surface->height; vertex_buffer_slot->vertices[1].texture.x = rect->right / (float)source_surface->width; vertex_buffer_slot->vertices[1].texture.y = rect->top / (float)source_surface->height; vertex_buffer_slot->vertices[2].texture.x = rect->right / (float)source_surface->width; vertex_buffer_slot->vertices[2].texture.y = rect->bottom / (float)source_surface->height; vertex_buffer_slot->vertices[3].texture.x = rect->left / (float)source_surface->width; vertex_buffer_slot->vertices[3].texture.y = rect->bottom / (float)source_surface->height; } } 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_surface != surface || last_red != red || last_green != green || last_blue != blue) { FlushVertexBuffer(); last_render_mode = MODE_COLOUR_FILL; last_source_surface = NULL; last_destination_surface = surface; 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)); } VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(); if (vertex_buffer_slot != NULL) { // Set vertex position buffer vertex_buffer_slot->vertices[0].position.x = rect->left; vertex_buffer_slot->vertices[0].position.y = rect->top; vertex_buffer_slot->vertices[1].position.x = rect->right; vertex_buffer_slot->vertices[1].position.y = rect->top; vertex_buffer_slot->vertices[2].position.x = rect->right; vertex_buffer_slot->vertices[2].position.y = rect->bottom; vertex_buffer_slot->vertices[3].position.x = rect->left; vertex_buffer_slot->vertices[3].position.y = rect->bottom; for (unsigned int i = 0; i < 4; ++i) { vertex_buffer_slot->vertices[i].position.x /= surface->width; vertex_buffer_slot->vertices[i].position.x *= 2.0f; vertex_buffer_slot->vertices[i].position.x -= 1.0f; vertex_buffer_slot->vertices[i].position.y /= surface->height; vertex_buffer_slot->vertices[i].position.y *= -2.0f; vertex_buffer_slot->vertices[i].position.y += 1.0f; } } } RenderBackend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch) { RenderBackend_Glyph *glyph = (RenderBackend_Glyph*)malloc(sizeof(RenderBackend_Glyph)); if (glyph != NULL) { glyph->width = width; glyph->height = height; // Initialise texture memset(&glyph->texture, 0, sizeof(glyph->texture)); glyph->texture.surface.width = width; glyph->texture.surface.height = height; glyph->texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8; glyph->texture.surface.depth = 1; glyph->texture.surface.dim = GX2_SURFACE_DIM_TEXTURE_2D; glyph->texture.surface.tileMode = GX2_TILE_MODE_LINEAR_ALIGNED; glyph->texture.surface.mipLevels = 1; glyph->texture.viewNumMips = 1; glyph->texture.viewNumSlices = 1; glyph->texture.compMap = 0x00000000; GX2CalcSurfaceSizeAndAlignment(&glyph->texture.surface); GX2InitTextureRegs(&glyph->texture); if (GX2RCreateSurface(&glyph->texture.surface, (GX2RResourceFlags)(GX2R_RESOURCE_BIND_TEXTURE | GX2R_RESOURCE_USAGE_CPU_WRITE | GX2R_RESOURCE_USAGE_CPU_READ | GX2R_RESOURCE_USAGE_GPU_WRITE | GX2R_RESOURCE_USAGE_GPU_READ))) { // Convert from RGB24 to RGBA32, and upload it to the GPU texture unsigned char *framebuffer = (unsigned char*)GX2RLockSurfaceEx(&glyph->texture.surface, 0, (GX2RResourceFlags)0); const unsigned char *in_pointer = pixels; unsigned char *out_pointer = framebuffer; for (size_t y = 0; y < height; ++y) { memcpy(out_pointer, in_pointer, width); in_pointer += pitch; out_pointer += glyph->texture.surface.pitch; } GX2RUnlockSurfaceEx(&glyph->texture.surface, 0, (GX2RResourceFlags)0); return glyph; } else { Backend_PrintError("GX2RCreateSurface failed in RenderBackend_LoadGlyph"); } free(glyph); } return NULL; } void RenderBackend_UnloadGlyph(RenderBackend_Glyph *glyph) { if (glyph != NULL) { GX2RDestroySurfaceEx(&glyph->texture.surface, (GX2RResourceFlags)0); free(glyph); } } void RenderBackend_PrepareToDrawGlyphs(RenderBackend_Surface *destination_surface, const unsigned char *colour_channels) { FlushVertexBuffer(); last_render_mode = MODE_BLANK; last_source_surface = NULL; last_destination_surface = NULL; if (destination_surface == NULL) return; glyph_destination_surface = destination_surface; // Set the colour const float uniform_colours[4] = {colour_channels[0] / 255.0f, colour_channels[1] / 255.0f, colour_channels[2] / 255.0f, 1.0f}; GX2SetPixelUniformReg(glyph_shader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours); // Enable blending GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE); } void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y) { if (glyph == NULL) return; // Make sure the buffers aren't currently being used before we modify them GX2DrawDone(); VertexBufferSlot *vertex_buffer_slot = (VertexBufferSlot*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0); // Set vertex position buffer const float destination_left = x; const float destination_top = y; const float destination_right = x + glyph->width; const float destination_bottom = y + glyph->height; vertex_buffer_slot->vertices[0].position.x = destination_left; vertex_buffer_slot->vertices[0].position.y = destination_top; vertex_buffer_slot->vertices[1].position.x = destination_right; vertex_buffer_slot->vertices[1].position.y = destination_top; vertex_buffer_slot->vertices[2].position.x = destination_right; vertex_buffer_slot->vertices[2].position.y = destination_bottom; vertex_buffer_slot->vertices[3].position.x = destination_left; vertex_buffer_slot->vertices[3].position.y = destination_bottom; for (unsigned int i = 0; i < 4; ++i) { vertex_buffer_slot->vertices[i].position.x /= glyph_destination_surface->width; vertex_buffer_slot->vertices[i].position.x *= 2.0f; vertex_buffer_slot->vertices[i].position.x -= 1.0f; vertex_buffer_slot->vertices[i].position.y /= glyph_destination_surface->height; vertex_buffer_slot->vertices[i].position.y *= -2.0f; vertex_buffer_slot->vertices[i].position.y += 1.0f; } // Set texture coordinate buffer vertex_buffer_slot->vertices[0].texture.x = 0.0f; vertex_buffer_slot->vertices[0].texture.y = 0.0f; vertex_buffer_slot->vertices[1].texture.x = 1.0f; vertex_buffer_slot->vertices[1].texture.y = 0.0f; vertex_buffer_slot->vertices[2].texture.x = 1.0f; vertex_buffer_slot->vertices[2].texture.y = 1.0f; vertex_buffer_slot->vertices[3].texture.x = 0.0f; vertex_buffer_slot->vertices[3].texture.y = 1.0f; GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0); // 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); // 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(&glyph->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)); // Draw GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1); } void RenderBackend_FlushGlyphs(void) { // Disable blending GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE); } void RenderBackend_HandleRenderTargetLoss(void) { // Doesn't happen on the Wii U } void RenderBackend_HandleWindowResize(unsigned int width, unsigned int height) { (void)width; (void)height; // Doesn't happen on the Wii U }