ref: b821d86c911e230575d3d3d9e45f1690de5636a1
dir: /src/Backends/Rendering/Window/Software/WiiU.cpp/
// Released under the MIT licence. // See LICENCE.txt for details. // 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/display.h> #include <gx2/draw.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 "../../Attributes.h" #include "WiiUShaders/texture.gsh.h" typedef struct Viewport { float x; float y; float width; float height; } Viewport; 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 Viewport tv_viewport; static Viewport drc_viewport; static void CalculateViewport(size_t actual_screen_width, size_t actual_screen_height, Viewport *viewport) { if (actual_screen_width * fake_framebuffer_height > fake_framebuffer_width * actual_screen_height) // Fancy way to do `if (actual_screen_width / actual_screen_height > fake_framebuffer_width / fake_framebuffer_height)` without floats { viewport->y = 0.0f; viewport->height = actual_screen_height; viewport->width = (fake_framebuffer_width * actual_screen_height) / fake_framebuffer_height; viewport->x = (actual_screen_width - viewport->width) / 2; } else { viewport->x = 0.0f; viewport->width = actual_screen_width; viewport->height = (fake_framebuffer_height * actual_screen_width) / fake_framebuffer_width; viewport->y = (actual_screen_height - viewport->height) / 2; } } bool WindowBackend_Software_CreateWindow(const char *window_title, size_t screen_width, size_t 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, rtexture)) { 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, 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); // 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 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; for (size_t y = 0; y < fake_framebuffer_height; ++y) { unsigned char *out_pointer = &framebuffer[screen_texture.surface.pitch * 4 * 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(); GX2SetViewport(tv_viewport.x, tv_viewport.y, tv_viewport.width, tv_viewport.height, 0.0f, 1.0f); 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(); GX2SetViewport(drc_viewport.x, drc_viewport.y, drc_viewport.width, drc_viewport.height, 0.0f, 1.0f); 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(size_t width, size_t height) { (void)width; (void)height; // The window doesn't resize on the Wii U }