ref: 9e9b86c6e98692ed8e2ff07c740ae8bea2d790e3
parent: 0b6e90abd0bd6aad6910d881c0ff64892e0e31dc
author: Clownacy <Clownacy@users.noreply.github.com>
date: Sun Apr 19 09:34:45 EDT 2020
Add new Wii U window backend This uses basic hardware-acceleration to bounce the software-rendered frame to both the gamepad *and* the TV! The previous method only supported the gamepad, suffered from V-tear, and used slightly more CPU (my test with the end of Egg Corridor ran at 52FPS, while this new method runs at 55FPS).
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -382,7 +382,7 @@
elseif(BACKEND_PLATFORM MATCHES "GLFW3" AND BACKEND_RENDERER MATCHES "Software")
target_sources(CSE2 PRIVATE "src/Backends/GLFW3/Window-Software.cpp")
elseif(BACKEND_PLATFORM MATCHES "WiiU" AND BACKEND_RENDERER MATCHES "Software")
- target_sources(CSE2 PRIVATE "src/Backends/WiiU/Window-Software.cpp")
+ target_sources(CSE2 PRIVATE "src/Backends/WiiU/Window-Software-Polygon.cpp")
elseif(BACKEND_PLATFORM MATCHES "Null" AND BACKEND_RENDERER MATCHES "Software")
target_sources(CSE2 PRIVATE "src/Backends/Null/Window-Software.cpp")
else()
--- /dev/null
+++ b/src/Backends/WiiU/Window-Software-Polygon.cpp
@@ -1,0 +1,220 @@
+// 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;
+static GX2ColorBuffer screen_color_buffer;
+
+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] = {
+ {-1.0f, -1.0f},
+ {-1.0f, 1.0f},
+ { 1.0f, 1.0f},
+ { 1.0f, -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, 1.0f},
+ {0.0f, 0.0f},
+ {1.0f, 0.0f},
+ {1.0f, 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
+
+ // Fill-in `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);
+
+ // Fill-in `screen_color_buffer`
+ screen_color_buffer.surface = screen_texture.surface;
+ screen_color_buffer.viewNumSlices = 1;
+ GX2InitColorBufferRegs(&screen_color_buffer);
+
+ // Create surface (GPU-side?)
+ 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)))
+ {
+ // Create the colour buffer (CPU-side?)
+ if (GX2RCreateSurfaceUserMemory(&screen_color_buffer.surface, (uint8_t*)screen_texture.surface.image, (uint8_t*)screen_texture.surface.mipmaps, screen_texture.surface.resourceFlags))
+ {
+ return true;
+ }
+
+ GX2RDestroySurfaceEx(&screen_texture.surface, (GX2RResourceFlags)0);
+ }
+
+ GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
+ GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
+ }
+
+ WHBGfxShutdown();
+
+ free(fake_framebuffer);
+ }
+
+ return false;
+}
+
+void WindowBackend_Software_DestroyWindow(void)
+{
+ GX2RDestroySurfaceEx(&screen_color_buffer.surface, (GX2RResourceFlags)0);
+ GX2RDestroySurfaceEx(&screen_texture.surface, (GX2RResourceFlags)0);
+
+ GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
+ GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
+
+ 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)
+{
+ 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();
+
+ WHBGfxBeginRenderTV();
+ WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ GX2SetPixelTexture(&screen_texture, shader_group.pixelShader->samplerVars[0].location);
+ GX2SetPixelSampler(&sampler, shader_group.pixelShader->samplerVars[0].location);
+ GX2SetFetchShader(&shader_group.fetchShader);
+ GX2SetVertexShader(shader_group.vertexShader);
+ GX2SetPixelShader(shader_group.pixelShader);
+ GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
+ GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
+ GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
+ WHBGfxFinishRenderTV();
+
+ WHBGfxBeginRenderDRC();
+ WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ GX2SetPixelTexture(&screen_texture, shader_group.pixelShader->samplerVars[0].location);
+ GX2SetPixelSampler(&sampler, shader_group.pixelShader->samplerVars[0].location);
+ GX2SetFetchShader(&shader_group.fetchShader);
+ GX2SetVertexShader(shader_group.vertexShader);
+ GX2SetPixelShader(shader_group.pixelShader);
+ GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
+ GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
+ 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
+}