ref: 69e0d868a0748798748bcfe89aa1642b63ed6679
parent: 00792413f8b2002c89818540020e88dd5136652f
author: Clownacy <Clownacy@users.noreply.github.com>
date: Tue Apr 21 08:45:37 EDT 2020
Added font rendering to Wii U
--- a/src/Backends/Rendering/WiiU.cpp
+++ b/src/Backends/Rendering/WiiU.cpp
@@ -20,6 +20,7 @@
#include "../Misc.h"
#include "../WiiU/colour_fill.gsh.h"
+#include "../WiiU/glyph.gsh.h"
#include "../WiiU/texture.gsh.h"
#include "../WiiU/texture_colour_key.gsh.h"
@@ -34,11 +35,15 @@
typedef struct RenderBackend_Glyph
{
+ GX2Texture texture;
+ unsigned int width;
+ unsigned int height;
} RenderBackend_Glyph;
static WHBGfxShaderGroup texture_shader;
static WHBGfxShaderGroup texture_colour_key_shader;
static WHBGfxShaderGroup colour_fill_shader;
+static WHBGfxShaderGroup glyph_shader;
static GX2RBuffer vertex_position_buffer;
static GX2RBuffer texture_coordinate_buffer;
@@ -49,6 +54,9 @@
static GX2ContextState *gx2_context;
+static RenderBackend_Surface *glyph_destination_surface;
+static const unsigned char *glyph_colour_channels;
+
RenderBackend_Surface* RenderBackend_Init(const char *window_title, int screen_width, int screen_height, bool fullscreen)
{
(void)window_title;
@@ -78,64 +86,74 @@
WHBGfxInitShaderAttribute(&colour_fill_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&colour_fill_shader);
- // Initialise vertex position buffer
- 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 = 2 * sizeof(float);
- vertex_position_buffer.elemCount = 4;
- GX2RCreateBuffer(&vertex_position_buffer);
+ // 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 texture coordinate buffer
- 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 = 2 * sizeof(float);
- texture_coordinate_buffer.elemCount = 4;
- GX2RCreateBuffer(&texture_coordinate_buffer);
+ // Initialise vertex position buffer
+ 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 = 2 * sizeof(float);
+ vertex_position_buffer.elemCount = 4;
+ GX2RCreateBuffer(&vertex_position_buffer);
- // Initialise sampler
- GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_POINT);
+ // Initialise texture coordinate buffer
+ 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 = 2 * sizeof(float);
+ texture_coordinate_buffer.elemCount = 4;
+ GX2RCreateBuffer(&texture_coordinate_buffer);
- // Create framebuffer surface
- framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height);
+ // Initialise sampler
+ GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_POINT);
- 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));
- memset(gx2_context, 0, sizeof(GX2ContextState));
- GX2SetupContextStateEx(gx2_context, TRUE);
- GX2SetContextState(gx2_context);
+ // Create framebuffer surface
+ framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height);
- // Disable depth-test (enabled by default for some reason)
- GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
+ 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));
+ 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);
- // Enable blending
- // GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE);
- // Set custom blending mode for pre-multiplied alpha
- /* GX2SetBlendControl(GX2_RENDER_TARGET_0,
- GX2_BLEND_MODE_ZERO,
- GX2_BLEND_MODE_ONE,
- GX2_BLEND_COMBINE_MODE_ADD,
- TRUE,
- GX2_BLEND_MODE_ZERO,
- GX2_BLEND_MODE_ONE,
- GX2_BLEND_COMBINE_MODE_ADD);
- */
+ // Enable blending
+ // GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE);
- return framebuffer_surface;
- }
+ // Set custom blending mode for pre-multiplied alpha
+ /* GX2SetBlendControl(GX2_RENDER_TARGET_0,
+ GX2_BLEND_MODE_ZERO,
+ GX2_BLEND_MODE_ONE,
+ GX2_BLEND_COMBINE_MODE_ADD,
+ TRUE,
+ GX2_BLEND_MODE_ZERO,
+ GX2_BLEND_MODE_ONE,
+ GX2_BLEND_COMBINE_MODE_ADD);
+ */
- GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
- GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
+ return framebuffer_surface;
+ }
+ GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
+ GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
+
+ WHBGfxFreeShaderGroup(&glyph_shader);
+ }
+
WHBGfxFreeShaderGroup(&colour_fill_shader);
}
@@ -280,7 +298,8 @@
GX2CalcSurfaceSizeAndAlignment(&surface->texture.surface);
GX2InitTextureRegs(&surface->texture);
- if (GX2RCreateSurface(&surface->texture.surface, (GX2RResourceFlags)(GX2R_RESOURCE_BIND_TEXTURE | GX2R_RESOURCE_BIND_COLOR_BUFFER | GX2R_RESOURCE_USAGE_CPU_WRITE | GX2R_RESOURCE_USAGE_CPU_READ |
+ if (GX2RCreateSurface(&surface->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)))
{
// Initialise colour buffer (needed so the texture can be drawn to)
@@ -327,8 +346,8 @@
{
if (surface != NULL)
{
- // Create an RGB24 buffer (this backend uses RGBA32 internally,
- // so we can't just lock the texture
+ // 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;
@@ -496,13 +515,69 @@
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_G8_B8_A8;
+ 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 = 0x00010203;
+ GX2CalcSurfaceSizeAndAlignment(&glyph->texture.surface);
+ GX2InitTextureRegs(&glyph->texture);
+
+ if (GX2RCreateSurface(&glyph->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)))
+ {
+ // 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;
+
+ for (size_t y = 0; y < height; ++y)
+ {
+ unsigned char *out_pointer = &framebuffer[glyph->texture.surface.pitch * 4 * y];
+
+ for (size_t x = 0; x < width; ++x)
+ {
+ *out_pointer++ = *in_pointer++;
+ *out_pointer++ = 0;
+ *out_pointer++ = 0;
+ *out_pointer++ = 0xFF;
+ }
+ }
+
+ GX2RUnlockSurfaceEx(&glyph->texture.surface, 0, (GX2RResourceFlags)0);
+
+ return glyph;
+ }
+
+ free(glyph);
+ }
+
+
return NULL;
}
void RenderBackend_UnloadGlyph(RenderBackend_Glyph *glyph)
{
- if (glyph == NULL)
- return;
+ if (glyph != NULL)
+ {
+ GX2RDestroySurfaceEx(&glyph->texture.surface, (GX2RResourceFlags)0);
+ free(glyph);
+ }
}
void RenderBackend_PrepareToDrawGlyphs(RenderBackend_Surface *destination_surface, const unsigned char *colour_channels)
@@ -509,6 +584,12 @@
{
if (destination_surface == NULL)
return;
+
+ glyph_destination_surface = destination_surface;
+ glyph_colour_channels = colour_channels;
+
+ // Enable blending
+ GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE);
}
void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y)
@@ -515,11 +596,82 @@
{
if (glyph == NULL)
return;
+
+ // Make sure the buffers aren't currently being used before we modify them
+ GX2DrawDone();
+
+ // 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;
+
+ float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
+ position_pointer[0] = destination_left;
+ position_pointer[1] = destination_top;
+ position_pointer[2] = destination_right;
+ position_pointer[3] = destination_top;
+ position_pointer[4] = destination_right;
+ position_pointer[5] = destination_bottom;
+ position_pointer[6] = destination_left;
+ position_pointer[7] = destination_bottom;
+
+ for (unsigned int i = 0; i < 8; i += 2)
+ {
+ position_pointer[i + 0] /= glyph_destination_surface->width;
+ position_pointer[i + 0] *= 2.0f;
+ position_pointer[i + 0] -= 1.0f;
+
+ position_pointer[i + 1] /= glyph_destination_surface->height;
+ position_pointer[i + 1] *= -2.0f;
+ position_pointer[i + 1] += 1.0f;
+ }
+
+ GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
+
+ // Set texture coordinate buffer
+ float *texture_coordinate_pointer = (float*)GX2RLockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
+ texture_coordinate_pointer[0] = 0.0f;
+ texture_coordinate_pointer[1] = 0.0f;
+ texture_coordinate_pointer[2] = 1.0f;
+ texture_coordinate_pointer[3] = 0.0f;
+ texture_coordinate_pointer[4] = 1.0f;
+ texture_coordinate_pointer[5] = 1.0f;
+ texture_coordinate_pointer[6] = 0.0f;
+ texture_coordinate_pointer[7] = 1.0f;
+ GX2RUnlockBufferEx(&texture_coordinate_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 shader
+ WHBGfxShaderGroup *shader = &glyph_shader;
+
+ // Bind it
+ GX2SetFetchShader(&shader->fetchShader);
+ GX2SetVertexShader(shader->vertexShader);
+ GX2SetPixelShader(shader->pixelShader);
+
+ // Bind misc. data
+ GX2SetPixelSampler(&sampler, shader->pixelShader->samplerVars[0].location);
+ GX2SetPixelTexture(&glyph->texture, shader->pixelShader->samplerVars[0].location);
+ GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
+ GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
+
+ // Set the colour
+ const float uniform_colours[4] = {glyph_colour_channels[0] / 255.0f, glyph_colour_channels[1] / 255.0f, glyph_colour_channels[2] / 255.0f, 1.0f};
+ GX2SetPixelUniformReg(glyph_shader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
+
+ // 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)
--- /dev/null
+++ b/src/Backends/WiiU/glyph.gsh.h
@@ -1,0 +1,56 @@
+#pragma once
+
+static const unsigned char rglyph[0x674] = {
+ 71,102,120,50,0,0,0,32,0,0,0,7,0,0,0,1,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,
+ 66,76,75,123,0,0,0,32,0,0,0,1,0,0,0,0,0,0,0,3,0,0,1,192,0,0,0,0,0,0,0,0,
+ 0,0,1,3,0,0,0,0,0,0,0,0,0,0,0,1,255,255,255,0,255,255,255,255,255,255,255,255,255,255,255,255,
+ 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,0,0,0,0,255,255,255,252,
+ 0,0,0,2,0,0,0,1,0,0,0,0,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,
+ 0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,
+ 0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,
+ 0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,
+ 0,0,0,255,0,0,0,0,0,0,0,14,0,0,0,16,0,0,1,24,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,2,208,96,1,52,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,202,112,1,84,0,0,0,9,0,0,0,0,
+ 0,0,0,1,202,112,1,112,0,0,0,9,0,0,0,0,0,0,0,0,105,110,112,117,116,95,116,101,120,116,117,114,
+ 101,95,99,111,111,114,100,105,110,97,116,101,115,0,0,0,105,110,112,117,116,95,118,101,114,116,101,120,95,99,111,111,
+ 114,100,105,110,97,116,101,115,0,0,0,0,208,96,1,8,202,112,1,52,202,112,1,68,125,66,76,75,0,0,0,40,
+ 0,0,0,0,0,0,1,140,208,96,0,0,0,0,0,56,208,96,1,84,0,0,0,0,0,0,0,3,208,96,1,140,
+ 66,76,75,123,0,0,0,32,0,0,0,1,0,0,0,0,0,0,0,5,0,0,1,24,0,0,0,1,0,0,0,0,
+ 0,0,0,0,0,0,128,9,32,0,0,0,0,0,4,160,60,32,1,0,136,6,0,148,0,192,0,0,136,4,0,20,
+ 34,0,0,0,0,0,0,160,0,0,0,0,0,0,32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 1,0,0,0,144,12,32,0,1,4,0,128,144,12,32,32,0,0,0,128,0,13,0,0,66,76,75,123,0,0,0,32,
+ 0,0,0,1,0,0,0,0,0,0,0,6,0,0,1,76,0,0,0,2,0,0,0,0,0,0,0,1,0,0,0,2,
+ 20,0,0,1,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,15,0,0,0,1,0,0,0,16,0,0,0,0,0,0,1,144,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,208,96,0,232,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,1,208,96,0,252,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 202,112,1,8,0,0,0,11,0,0,0,1,0,0,0,0,255,255,255,255,202,112,1,16,0,0,0,1,0,0,0,0,
+ 99,111,108,111,117,114,0,0,116,101,120,0,208,96,0,188,208,96,0,212,202,112,0,232,202,112,0,252,125,66,76,75,
+ 0,0,0,40,0,0,0,0,0,0,1,20,208,96,0,0,0,0,0,12,208,96,1,8,0,0,0,0,0,0,0,4,
+ 208,96,1,20,66,76,75,123,0,0,0,32,0,0,0,1,0,0,0,0,0,0,0,7,0,0,1,144,0,0,0,3,
+ 0,0,0,0,48,0,0,0,0,0,192,128,32,0,0,0,0,0,20,160,0,0,0,0,136,6,32,148,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,161,31,0,144,0,0,0,0,165,159,0,144,0,0,32,0,169,31,1,144,0,0,64,0,12,160,129,
+ 144,0,0,96,0,0,128,63,0,0,128,63,0,0,128,63,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,16,0,0,0,0,254,3,240,0,0,128,16,0,0,0,0,66,76,75,123,0,0,0,32,0,0,0,1,
+ 0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,4,0,0,0,0
+};
--- /dev/null
+++ b/src/Backends/WiiU/shader sources/glyph.frag
@@ -1,0 +1,9 @@
+#version 150 core
+layout(location = 0) uniform sampler2D tex;
+layout(location = 0) uniform vec4 colour;
+in vec2 texture_coordinates;
+out vec4 fragment;
+void main()
+{
+ fragment = colour * vec4(1.0, 1.0, 1.0, texture(tex, texture_coordinates).r);
+}
\ No newline at end of file
binary files /dev/null b/src/Backends/WiiU/shader sources/glyph.gsh differ
--- /dev/null
+++ b/src/Backends/WiiU/shader sources/glyph.psh
@@ -1,0 +1,22 @@
+; $MODE = "UniformRegister"
+; $SAMPLER_VARS[0].name= "tex"
+; $SAMPLER_VARS[0].type= "sampler2D"
+; $SAMPLER_VARS[0].location = 0
+; $NUM_SPI_PS_INPUT_CNTL = 1
+; $SPI_PS_INPUT_CNTL[0].semantic = 0
+; $SPI_PS_INPUT_CNTL[0].default_val = 1
+; $UNIFORM_VARS[0].name = "colour"
+; $UNIFORM_VARS[0].type = "vec4"
+; $UNIFORM_VARS[0].count = 1
+; $UNIFORM_VARS[0].offset = 0
+; $UNIFORM_VARS[0].block = -1
+
+00 TEX: ADDR(48) CNT(1) VALID_PIX
+ 0 SAMPLE R0.___x, R0.xy0x, t0, s0
+01 ALU: ADDR(32) CNT(6)
+ 1 x: MUL R0.x, C0.x, 1.0f
+ y: MUL R0.y, C0.y, 1.0f
+ z: MUL R0.z, C0.z, 1.0f
+ w: MUL R0.w, R0.w, C0.w
+02 EXP_DONE: PIX0, R0
+END_OF_PROGRAM