ref: 497adce14b3bfb7096ac2694396076e63dfdb28d
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" #define MIN(a,b) ((a) < (b) ? (a) : (b)) #define MAX(a,b) ((a) > (b) ? (a) : (b)) typedef enum RenderMode { MODE_BLANK, MODE_DRAW_SURFACE, MODE_DRAW_SURFACE_WITH_TRANSPARENCY, MODE_COLOUR_FILL, MODE_DRAW_GLYPH } RenderMode; typedef struct RenderBackend_Surface { GX2Texture texture; GX2ColorBuffer colour_buffer; bool render_target; } RenderBackend_Surface; typedef struct RenderBackend_GlyphAtlas { GX2Texture texture; } RenderBackend_GlyphAtlas; typedef struct Coordinate2D { float x; float y; } Coordinate2D; typedef struct Vertex { Coordinate2D position; Coordinate2D texture; } Vertex; typedef struct VertexBufferSlot { Vertex vertices[4]; } VertexBufferSlot; static WHBGfxShaderGroup shader_group_texture; static WHBGfxShaderGroup shader_group_texture_colour_key; static WHBGfxShaderGroup shader_group_colour_fill; static WHBGfxShaderGroup shader_group_glyph; static GX2RBuffer vertex_buffer; static GX2Sampler sampler_point; static GX2Sampler sampler_linear; static RenderBackend_Surface *framebuffer_surface; static RenderBackend_Surface *upscaled_framebuffer_surface_tv; static RenderBackend_Surface *upscaled_framebuffer_surface_drc; static GX2ContextState *gx2_context; static VertexBufferSlot *local_vertex_buffer; static size_t local_vertex_buffer_size; static size_t current_vertex_buffer_slot; static RenderMode last_render_mode; static GX2Texture *last_source_texture; static GX2Texture *last_destination_texture; static const unsigned char shader_colour_fill[] = { #include "WiiUShaders/colour_fill.gsh.h" }; static const unsigned char shader_glyph[] = { #include "WiiUShaders/glyph.gsh.h" }; static const unsigned char shader_texture[] = { #include "WiiUShaders/texture.gsh.h" }; static const unsigned char shader_texture_colour_key[] = { #include "WiiUShaders/texture_colour_key.gsh.h" }; static VertexBufferSlot* GetVertexBufferSlot(void) { ++current_vertex_buffer_slot; // Check if buffer needs expanding if (current_vertex_buffer_slot > local_vertex_buffer_size) { local_vertex_buffer_size = 1; while (current_vertex_buffer_slot > local_vertex_buffer_size) local_vertex_buffer_size <<= 1; VertexBufferSlot *new_vertex_buffer = (VertexBufferSlot*)realloc(local_vertex_buffer, local_vertex_buffer_size * sizeof(VertexBufferSlot)); if (new_vertex_buffer != NULL) { local_vertex_buffer = new_vertex_buffer; } else { Backend_PrintError("Couldn't expand vertex buffer"); return NULL; } } return &local_vertex_buffer[current_vertex_buffer_slot - 1]; } static void FlushVertexBuffer(void) { static size_t vertex_buffer_size = 1; if (current_vertex_buffer_slot == 0) return; // Make sure the buffers aren't currently being used before we modify them GX2DrawDone(); // Upload vertex buffer to VBO, growing it if necessary if (local_vertex_buffer_size > vertex_buffer_size) { vertex_buffer_size = local_vertex_buffer_size; GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0); vertex_buffer.elemCount = vertex_buffer_size; GX2RCreateBuffer(&vertex_buffer); // We're basically screwed if this fails GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position)); GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture)); } void *vertex_pointer = GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0); memcpy(vertex_pointer, local_vertex_buffer, current_vertex_buffer_slot * sizeof(VertexBufferSlot)); GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0); GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4 * current_vertex_buffer_slot, 0, 1); current_vertex_buffer_slot = 0; } static void Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect *source_rect, RenderBackend_Surface *destination_surface, const RenderBackend_Rect *destination_rect, bool colour_key) { const RenderMode render_mode = (colour_key ? MODE_DRAW_SURFACE_WITH_TRANSPARENCY : MODE_DRAW_SURFACE); // Flush vertex data if a context-change is needed if (last_render_mode != render_mode || last_source_texture != &source_surface->texture || last_destination_texture != &destination_surface->texture) { FlushVertexBuffer(); last_render_mode = render_mode; last_source_texture = &source_surface->texture; last_destination_texture = &destination_surface->texture; // Draw to the selected texture, instead of the screen GX2SetColorBuffer(&destination_surface->colour_buffer, GX2_RENDER_TARGET_0); GX2SetViewport(0.0f, 0.0f, (float)destination_surface->colour_buffer.surface.width, (float)destination_surface->colour_buffer.surface.height, 0.0f, 1.0f); GX2SetScissor(0, 0, destination_surface->colour_buffer.surface.width, destination_surface->colour_buffer.surface.height); // Select shader WHBGfxShaderGroup *shader = colour_key ? &shader_group_texture_colour_key : &shader_group_texture; // Bind it GX2SetFetchShader(&shader->fetchShader); GX2SetVertexShader(shader->vertexShader); GX2SetPixelShader(shader->pixelShader); // Set shader uniforms const float vertex_coordinate_transform[4] = {2.0f / destination_surface->texture.surface.width, -2.0f / destination_surface->texture.surface.height, 1.0f, 1.0f}; GX2SetVertexUniformReg(shader->vertexShader->uniformVars[0].offset, 4, (uint32_t*)vertex_coordinate_transform); const float texture_coordinate_transform[4] = {1.0f / source_surface->texture.surface.width, 1.0f / source_surface->texture.surface.height, 1.0f, 1.0f}; GX2SetVertexUniformReg(shader->vertexShader->uniformVars[1].offset, 4, (uint32_t*)texture_coordinate_transform); // Bind misc. data GX2SetPixelSampler(&sampler_point, shader->pixelShader->samplerVars[0].location); GX2SetPixelTexture(&source_surface->texture, shader->pixelShader->samplerVars[0].location); // Disable blending GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE); } VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(); if (vertex_buffer_slot != NULL) { // Set vertex position buffer const float vertex_left = destination_rect->left; const float vertex_top = destination_rect->top; const float vertex_right = destination_rect->right; const float vertex_bottom = destination_rect->bottom; vertex_buffer_slot->vertices[0].position.x = vertex_left; vertex_buffer_slot->vertices[0].position.y = vertex_top; vertex_buffer_slot->vertices[1].position.x = vertex_right; vertex_buffer_slot->vertices[1].position.y = vertex_top; vertex_buffer_slot->vertices[2].position.x = vertex_right; vertex_buffer_slot->vertices[2].position.y = vertex_bottom; vertex_buffer_slot->vertices[3].position.x = vertex_left; vertex_buffer_slot->vertices[3].position.y = vertex_bottom; // Set texture coordinate buffer const float texture_left = source_rect->left; const float texture_top = source_rect->top; const float texture_right = source_rect->right; const float texture_bottom = source_rect->bottom; vertex_buffer_slot->vertices[0].texture.x = texture_left; vertex_buffer_slot->vertices[0].texture.y = texture_top; vertex_buffer_slot->vertices[1].texture.x = texture_right; vertex_buffer_slot->vertices[1].texture.y = texture_top; vertex_buffer_slot->vertices[2].texture.x = texture_right; vertex_buffer_slot->vertices[2].texture.y = texture_bottom; vertex_buffer_slot->vertices[3].texture.x = texture_left; vertex_buffer_slot->vertices[3].texture.y = texture_bottom; } } RenderBackend_Surface* RenderBackend_Init(const char *window_title, size_t screen_width, size_t screen_height, bool fullscreen) { (void)window_title; (void)fullscreen; if (WHBGfxInit()) { // Initialise the shaders // Texture shader if (WHBGfxLoadGFDShaderGroup(&shader_group_texture, 0, shader_texture)) { WHBGfxInitShaderAttribute(&shader_group_texture, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32); WHBGfxInitShaderAttribute(&shader_group_texture, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32); WHBGfxInitFetchShader(&shader_group_texture); // Texture shader (with colour-key) if (WHBGfxLoadGFDShaderGroup(&shader_group_texture_colour_key, 0, shader_texture_colour_key)) { WHBGfxInitShaderAttribute(&shader_group_texture_colour_key, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32); WHBGfxInitShaderAttribute(&shader_group_texture_colour_key, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32); WHBGfxInitFetchShader(&shader_group_texture_colour_key); // Colour-fill shader if (WHBGfxLoadGFDShaderGroup(&shader_group_colour_fill, 0, shader_colour_fill)) { WHBGfxInitShaderAttribute(&shader_group_colour_fill, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32); WHBGfxInitFetchShader(&shader_group_colour_fill); // Glyph shader if (WHBGfxLoadGFDShaderGroup(&shader_group_glyph, 0, shader_glyph)) { WHBGfxInitShaderAttribute(&shader_group_glyph, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32); WHBGfxInitShaderAttribute(&shader_group_glyph, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32); WHBGfxInitFetchShader(&shader_group_glyph); // Initialise samplers GX2InitSampler(&sampler_point, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_POINT); GX2InitSampler(&sampler_linear, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR); // Initialise vertex buffer vertex_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER | GX2R_RESOURCE_USAGE_CPU_READ | GX2R_RESOURCE_USAGE_CPU_WRITE | GX2R_RESOURCE_USAGE_GPU_READ); vertex_buffer.elemSize = sizeof(VertexBufferSlot); vertex_buffer.elemCount = 1; if (GX2RCreateBuffer(&vertex_buffer)) { // Create framebuffer surface framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true); if (framebuffer_surface != NULL) { // Create upscaled framebuffer surface size_t tv_width, tv_height; switch (GX2GetSystemTVScanMode()) { case GX2_TV_SCAN_MODE_480I: case GX2_TV_SCAN_MODE_480P: tv_width = 854; tv_height = 480; break; case GX2_TV_SCAN_MODE_576I: case GX2_TV_SCAN_MODE_720P: tv_width = 1280; tv_height = 720; break; case GX2_TV_SCAN_MODE_1080I: case GX2_TV_SCAN_MODE_1080P: tv_width = 1920; tv_height = 1080; break; } size_t upscale_factor = MAX(1, MIN((tv_width + screen_width / 2) / screen_width, (tv_height + screen_height / 2) / screen_height)); upscaled_framebuffer_surface_tv = RenderBackend_CreateSurface(screen_width * upscale_factor, screen_height * upscale_factor, true); if (upscaled_framebuffer_surface_tv != NULL) { // Create upscaled framebuffer surface size_t drc_width = 854; size_t drc_height = 480; size_t upscale_factor = MAX(1, MIN((drc_width + screen_width / 2) / screen_width, (drc_height + screen_height / 2) / screen_height)); upscaled_framebuffer_surface_drc = RenderBackend_CreateSurface(screen_width * upscale_factor, screen_height * upscale_factor, true); if (upscaled_framebuffer_surface_drc != NULL) { // From what I can tell, there isn't a 'global context' in GX2: instead there are context objects. // wut internally uses (and *switches to*) its own contexts, so we need to maintain one too, // and make sure we're always switching back to it when wut is done doing what it's doing. gx2_context = (GX2ContextState*)aligned_alloc(GX2_CONTEXT_STATE_ALIGNMENT, sizeof(GX2ContextState)); if (gx2_context != NULL) { memset(gx2_context, 0, sizeof(GX2ContextState)); GX2SetupContextStateEx(gx2_context, TRUE); GX2SetContextState(gx2_context); // Disable depth-test (enabled by default for some reason) GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS); GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position)); GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture)); return framebuffer_surface; } else { Backend_PrintError("Couldn't allocate memory for the GX2 context"); } RenderBackend_FreeSurface(upscaled_framebuffer_surface_drc); } else { Backend_PrintError("Couldn't create the DRC upscaled framebuffer surface"); } RenderBackend_FreeSurface(upscaled_framebuffer_surface_tv); } else { Backend_PrintError("Couldn't create the TV upscaled framebuffer surface"); } RenderBackend_FreeSurface(framebuffer_surface); } else { Backend_PrintError("Couldn't create the framebuffer surface"); } } else { Backend_PrintError("Couldn't create the vertex buffer"); } WHBGfxFreeShaderGroup(&shader_group_glyph); } else { Backend_PrintError("Couldn't create the glyph shader"); } WHBGfxFreeShaderGroup(&shader_group_colour_fill); } else { Backend_PrintError("Couldn't create the colour-fill shader"); } WHBGfxFreeShaderGroup(&shader_group_texture_colour_key); } else { Backend_PrintError("Couldn't create the texture colour-key shader"); } WHBGfxFreeShaderGroup(&shader_group_texture); } else { Backend_PrintError("Couldn't create the texture shader"); } WHBGfxShutdown(); } else { Backend_PrintError("WHBGfxInit failed"); } return NULL; } void RenderBackend_Deinit(void) { free(gx2_context); RenderBackend_FreeSurface(framebuffer_surface); GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0); WHBGfxFreeShaderGroup(&shader_group_glyph); WHBGfxFreeShaderGroup(&shader_group_colour_fill); WHBGfxFreeShaderGroup(&shader_group_texture_colour_key); WHBGfxFreeShaderGroup(&shader_group_texture); WHBGfxShutdown(); } void RenderBackend_DrawScreen(void) { FlushVertexBuffer(); last_render_mode = MODE_BLANK; last_source_texture = NULL; last_destination_texture = NULL; RenderBackend_Rect source_rect; source_rect.left = 0; source_rect.top = 0; source_rect.right = framebuffer_surface->texture.surface.width; source_rect.bottom = framebuffer_surface->texture.surface.height; RenderBackend_Rect destination_rect; destination_rect.left = 0; destination_rect.top = 0; destination_rect.right = upscaled_framebuffer_surface_tv->texture.surface.width; destination_rect.bottom = upscaled_framebuffer_surface_tv->texture.surface.height; Blit(framebuffer_surface, &source_rect, upscaled_framebuffer_surface_tv, &destination_rect, false); destination_rect.right = upscaled_framebuffer_surface_drc->texture.surface.width; destination_rect.bottom = upscaled_framebuffer_surface_drc->texture.surface.height; Blit(framebuffer_surface, &source_rect, upscaled_framebuffer_surface_drc, &destination_rect, false); // Make sure the buffers aren't currently being used before we modify them GX2DrawDone(); VertexBufferSlot *vertex_buffer_slot = (VertexBufferSlot*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0); // Set buffer to (4:3) full-screen vertex_buffer_slot->vertices[0].position.x = -12.0f / 16.0f + 1.0f; vertex_buffer_slot->vertices[0].position.y = -2.0f; vertex_buffer_slot->vertices[1].position.x = 12.0f / 16.0f + 1.0f; vertex_buffer_slot->vertices[1].position.y = -2.0f; vertex_buffer_slot->vertices[2].position.x = 12.0f / 16.0f + 1.0f; vertex_buffer_slot->vertices[2].position.y = 0.0f; vertex_buffer_slot->vertices[3].position.x = -12.0f / 16.0f + 1.0f; vertex_buffer_slot->vertices[3].position.y = 0.0f; // Set buffer to full-texture vertex_buffer_slot->vertices[0].texture.x = 0.0f; vertex_buffer_slot->vertices[0].texture.y = 1.0f; vertex_buffer_slot->vertices[1].texture.x = 1.0f; vertex_buffer_slot->vertices[1].texture.y = 1.0f; vertex_buffer_slot->vertices[2].texture.x = 1.0f; vertex_buffer_slot->vertices[2].texture.y = 0.0f; vertex_buffer_slot->vertices[3].texture.x = 0.0f; vertex_buffer_slot->vertices[3].texture.y = 0.0f; GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0); // Disable blending GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE); // For some dumbass reason, despite being a vec2, this needs padding to a vec4 const float plain_vec4[4] = {1.0f, 1.0f, 1.0f, 1.0f}; // Start drawing WHBGfxBeginRender(); //////////////////// // Draw to the TV // //////////////////// WHBGfxBeginRenderTV(); WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f); // This might be needed? Not sure. // GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0); // Select texture shader GX2SetFetchShader(&shader_group_texture.fetchShader); GX2SetVertexShader(shader_group_texture.vertexShader); GX2SetPixelShader(shader_group_texture.pixelShader); // Set shader uniforms GX2SetVertexUniformReg(shader_group_texture.vertexShader->uniformVars[0].offset, 4, (uint32_t*)plain_vec4); GX2SetVertexUniformReg(shader_group_texture.vertexShader->uniformVars[1].offset, 4, (uint32_t*)plain_vec4); // Bind a few things GX2SetPixelSampler(&sampler_linear, shader_group_texture.pixelShader->samplerVars[0].location); GX2SetPixelTexture(&upscaled_framebuffer_surface_tv->texture, shader_group_texture.pixelShader->samplerVars[0].location); GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position)); GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture)); // Draw GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1); WHBGfxFinishRenderTV(); ///////////////////////// // Draw to the gamepad // ///////////////////////// WHBGfxBeginRenderDRC(); WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f); // This might be needed? Not sure. // GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0); // Select texture shader GX2SetFetchShader(&shader_group_texture.fetchShader); GX2SetVertexShader(shader_group_texture.vertexShader); GX2SetPixelShader(shader_group_texture.pixelShader); // Set shader uniforms GX2SetVertexUniformReg(shader_group_texture.vertexShader->uniformVars[0].offset, 4, (uint32_t*)plain_vec4); GX2SetVertexUniformReg(shader_group_texture.vertexShader->uniformVars[1].offset, 4, (uint32_t*)plain_vec4); // Bind a few things GX2SetPixelSampler(&sampler_linear, shader_group_texture.pixelShader->samplerVars[0].location); GX2SetPixelTexture(&upscaled_framebuffer_surface_drc->texture, shader_group_texture.pixelShader->samplerVars[0].location); GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position)); GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture)); // Draw GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1); WHBGfxFinishRenderDRC(); WHBGfxFinishRender(); // Switch back to our context GX2SetContextState(gx2_context); } RenderBackend_Surface* RenderBackend_CreateSurface(size_t width, size_t height, bool render_target) { RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface)); if (surface != NULL) { surface->render_target = render_target; // Initialise texture memset(&surface->texture, 0, sizeof(surface->texture)); surface->texture.surface.width = width; surface->texture.surface.height = height; surface->texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8_G8_B8_A8; surface->texture.surface.depth = 1; surface->texture.surface.dim = GX2_SURFACE_DIM_TEXTURE_2D; surface->texture.surface.tileMode = GX2_TILE_MODE_LINEAR_ALIGNED; surface->texture.surface.mipLevels = 1; surface->texture.viewNumMips = 1; surface->texture.viewNumSlices = 1; surface->texture.compMap = 0x00010203; GX2CalcSurfaceSizeAndAlignment(&surface->texture.surface); GX2InitTextureRegs(&surface->texture); GX2RResourceFlags resource_flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_TEXTURE | GX2R_RESOURCE_USAGE_CPU_WRITE | GX2R_RESOURCE_USAGE_CPU_READ | GX2R_RESOURCE_USAGE_GPU_WRITE | GX2R_RESOURCE_USAGE_GPU_READ); if (render_target) resource_flags = (GX2RResourceFlags)(resource_flags | GX2R_RESOURCE_BIND_COLOR_BUFFER); if (GX2RCreateSurface(&surface->texture.surface, resource_flags)) { if (!render_target) { return surface; } else { // Initialise colour buffer (needed so the texture can be drawn to) memset(&surface->colour_buffer, 0, sizeof(surface->colour_buffer)); surface->colour_buffer.surface = surface->texture.surface; surface->colour_buffer.viewNumSlices = 1; GX2InitColorBufferRegs(&surface->colour_buffer); if (GX2RCreateSurfaceUserMemory(&surface->colour_buffer.surface, (uint8_t*)surface->texture.surface.image, (uint8_t*)surface->texture.surface.mipmaps, surface->texture.surface.resourceFlags)) return surface; else Backend_PrintError("GX2RCreateSurfaceUserMemory failed in RenderBackend_CreateSurface"); GX2RDestroySurfaceEx(&surface->texture.surface, (GX2RResourceFlags)0); } } else { Backend_PrintError("GX2RCreateSurface failed in RenderBackend_CreateSurface"); } free(surface); } return NULL; } void RenderBackend_FreeSurface(RenderBackend_Surface *surface) { // Flush the vertex buffer if we're about to destroy its texture if (&surface->texture == last_source_texture) { FlushVertexBuffer(); last_source_texture = NULL; } if (&surface->texture == last_destination_texture) { FlushVertexBuffer(); last_destination_texture = NULL; } if (surface->render_target) GX2RDestroySurfaceEx(&surface->colour_buffer.surface, (GX2RResourceFlags)0); GX2RDestroySurfaceEx(&surface->texture.surface, (GX2RResourceFlags)0); free(surface); } bool RenderBackend_IsSurfaceLost(RenderBackend_Surface *surface) { (void)surface; return false; } void RenderBackend_RestoreSurface(RenderBackend_Surface *surface) { (void)surface; } void RenderBackend_UploadSurface(RenderBackend_Surface *surface, const unsigned char *pixels, size_t width, size_t height) { // Flush the vertex buffer if we're about to modify its texture if (&surface->texture == last_source_texture || &surface->texture == last_destination_texture) FlushVertexBuffer(); // Convert from RGB24 to RGBA32, and upload it to the GPU texture unsigned char *buffer = (unsigned char*)GX2RLockSurfaceEx(&surface->texture.surface, 0, (GX2RResourceFlags)0); if (buffer != NULL) { const unsigned char *in_pointer = pixels; for (size_t y = 0; y < height; ++y) { unsigned char *out_pointer = &buffer[y * surface->texture.surface.pitch * 4]; for (size_t x = 0; x < width; ++x) { *out_pointer++ = *in_pointer++; *out_pointer++ = *in_pointer++; *out_pointer++ = *in_pointer++; *out_pointer++ = 0; } } GX2RUnlockSurfaceEx(&surface->texture.surface, 0, (GX2RResourceFlags)0); } } void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect *rect, RenderBackend_Surface *destination_surface, long x, long y, bool colour_key) { RenderBackend_Rect destination_rect = {x, y, x + (rect->right - rect->left), y + (rect->bottom - rect->top)}; Blit(source_surface, rect, destination_surface, &destination_rect, colour_key); } void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBackend_Rect *rect, unsigned char red, unsigned char green, unsigned char blue) { static unsigned char last_red; static unsigned char last_green; static unsigned char last_blue; // Flush vertex data if a context-change is needed if (last_render_mode != MODE_COLOUR_FILL || last_destination_texture != &surface->texture || last_red != red || last_green != green || last_blue != blue) { FlushVertexBuffer(); last_render_mode = MODE_COLOUR_FILL; last_source_texture = NULL; last_destination_texture = &surface->texture; last_red = red; last_green = green; last_blue = blue; // Draw to the selected texture, instead of the screen GX2SetColorBuffer(&surface->colour_buffer, GX2_RENDER_TARGET_0); GX2SetViewport(0.0f, 0.0f, (float)surface->colour_buffer.surface.width, (float)surface->colour_buffer.surface.height, 0.0f, 1.0f); GX2SetScissor(0, 0, (float)surface->colour_buffer.surface.width, (float)surface->colour_buffer.surface.height); // Bind the colour-fill shader GX2SetFetchShader(&shader_group_colour_fill.fetchShader); GX2SetVertexShader(shader_group_colour_fill.vertexShader); GX2SetPixelShader(shader_group_colour_fill.pixelShader); // Set shader uniforms const float vertex_coordinate_transform[4] = {2.0f / surface->texture.surface.width, -2.0f / surface->texture.surface.height, 1.0f, 1.0f}; GX2SetVertexUniformReg(shader_group_colour_fill.vertexShader->uniformVars[0].offset, 4, (uint32_t*)vertex_coordinate_transform); const float uniform_colours[4] = {red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f}; GX2SetPixelUniformReg(shader_group_colour_fill.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours); // Disable blending GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE); } VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(); if (vertex_buffer_slot != NULL) { // Set vertex position buffer const float vertex_left = rect->left; const float vertex_top = rect->top; const float vertex_right = rect->right; const float vertex_bottom = rect->bottom; vertex_buffer_slot->vertices[0].position.x = vertex_left; vertex_buffer_slot->vertices[0].position.y = vertex_top; vertex_buffer_slot->vertices[1].position.x = vertex_right; vertex_buffer_slot->vertices[1].position.y = vertex_top; vertex_buffer_slot->vertices[2].position.x = vertex_right; vertex_buffer_slot->vertices[2].position.y = vertex_bottom; vertex_buffer_slot->vertices[3].position.x = vertex_left; vertex_buffer_slot->vertices[3].position.y = vertex_bottom; } } RenderBackend_GlyphAtlas* RenderBackend_CreateGlyphAtlas(size_t width, size_t height) { RenderBackend_GlyphAtlas *atlas = (RenderBackend_GlyphAtlas*)malloc(sizeof(RenderBackend_GlyphAtlas)); if (atlas != NULL) { // Initialise texture memset(&atlas->texture, 0, sizeof(atlas->texture)); atlas->texture.surface.width = width; atlas->texture.surface.height = height; atlas->texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8; atlas->texture.surface.depth = 1; atlas->texture.surface.dim = GX2_SURFACE_DIM_TEXTURE_2D; atlas->texture.surface.tileMode = GX2_TILE_MODE_LINEAR_ALIGNED; atlas->texture.surface.mipLevels = 1; atlas->texture.viewNumMips = 1; atlas->texture.viewNumSlices = 1; atlas->texture.compMap = 0x00000000; GX2CalcSurfaceSizeAndAlignment(&atlas->texture.surface); GX2InitTextureRegs(&atlas->texture); if (GX2RCreateSurface(&atlas->texture.surface, (GX2RResourceFlags)(GX2R_RESOURCE_BIND_TEXTURE | GX2R_RESOURCE_USAGE_CPU_WRITE | GX2R_RESOURCE_USAGE_CPU_READ | GX2R_RESOURCE_USAGE_GPU_WRITE | GX2R_RESOURCE_USAGE_GPU_READ))) { return atlas; } else { Backend_PrintError("GX2RCreateSurface failed in RenderBackend_CreateGlyphAtlas"); } free(atlas); } return NULL; } void RenderBackend_DestroyGlyphAtlas(RenderBackend_GlyphAtlas *atlas) { GX2RDestroySurfaceEx(&atlas->texture.surface, (GX2RResourceFlags)0); free(atlas); } void RenderBackend_UploadGlyph(RenderBackend_GlyphAtlas *atlas, size_t x, size_t y, const unsigned char *pixels, size_t width, size_t height, size_t pitch) { unsigned char *buffer = (unsigned char*)GX2RLockSurfaceEx(&atlas->texture.surface, 0, (GX2RResourceFlags)0); const unsigned char *in_pointer = pixels; unsigned char *out_pointer = &buffer[y * atlas->texture.surface.pitch + x]; for (size_t iy = 0; iy < height; ++iy) { memcpy(out_pointer, in_pointer, width); in_pointer += pitch; out_pointer += atlas->texture.surface.pitch; } GX2RUnlockSurfaceEx(&atlas->texture.surface, 0, (GX2RResourceFlags)0); } void RenderBackend_PrepareToDrawGlyphs(RenderBackend_GlyphAtlas *atlas, RenderBackend_Surface *destination_surface, unsigned char red, unsigned char green, unsigned char blue) { static unsigned char last_red; static unsigned char last_green; static unsigned char last_blue; // Flush vertex data if a context-change is needed if (last_render_mode != MODE_DRAW_GLYPH || last_destination_texture != &destination_surface->texture || last_source_texture != &atlas->texture || last_red != red || last_green != green || last_blue != blue) { FlushVertexBuffer(); last_render_mode = MODE_DRAW_GLYPH; last_destination_texture = &destination_surface->texture; last_source_texture = &atlas->texture; last_red = red; last_green = green; last_blue = blue; // Draw to the selected texture, instead of the screen GX2SetColorBuffer(&destination_surface->colour_buffer, GX2_RENDER_TARGET_0); GX2SetViewport(0.0f, 0.0f, (float)destination_surface->colour_buffer.surface.width, (float)destination_surface->colour_buffer.surface.height, 0.0f, 1.0f); GX2SetScissor(0, 0, destination_surface->colour_buffer.surface.width, destination_surface->colour_buffer.surface.height); // Select glyph shader GX2SetFetchShader(&shader_group_glyph.fetchShader); GX2SetVertexShader(shader_group_glyph.vertexShader); GX2SetPixelShader(shader_group_glyph.pixelShader); // Set shader uniforms const float vertex_coordinate_transform[4] = {2.0f / destination_surface->texture.surface.width, -2.0f / destination_surface->texture.surface.height, 1.0f, 1.0f}; GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[0].offset, 4, (uint32_t*)vertex_coordinate_transform); const float texture_coordinate_transform[4] = {1.0f / atlas->texture.surface.width, 1.0f / atlas->texture.surface.height, 1.0f, 1.0f}; GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[1].offset, 4, (uint32_t*)texture_coordinate_transform); const float uniform_colours[4] = {red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f}; GX2SetPixelUniformReg(shader_group_glyph.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours); // Bind misc. data GX2SetPixelSampler(&sampler_point, shader_group_glyph.pixelShader->samplerVars[0].location); GX2SetPixelTexture(&atlas->texture, shader_group_glyph.pixelShader->samplerVars[0].location); // Enable blending GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE); } } void RenderBackend_DrawGlyph(long x, long y, size_t glyph_x, size_t glyph_y, size_t glyph_width, size_t glyph_height) { VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(); if (vertex_buffer_slot != NULL) { // Set vertex position buffer const float vertex_left = x; const float vertex_top = y; const float vertex_right = x + glyph_width; const float vertex_bottom = y + glyph_height; vertex_buffer_slot->vertices[0].position.x = vertex_left; vertex_buffer_slot->vertices[0].position.y = vertex_top; vertex_buffer_slot->vertices[1].position.x = vertex_right; vertex_buffer_slot->vertices[1].position.y = vertex_top; vertex_buffer_slot->vertices[2].position.x = vertex_right; vertex_buffer_slot->vertices[2].position.y = vertex_bottom; vertex_buffer_slot->vertices[3].position.x = vertex_left; vertex_buffer_slot->vertices[3].position.y = vertex_bottom; // Set texture coordinate buffer 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; 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 }