ref: ce6e4e2a324258d46320b40db5b5fa97ecb07373
parent: 30ec081d7b0639b89959a78775fab23625578f30
author: Clownacy <Clownacy@users.noreply.github.com>
date: Sun Oct 4 09:51:16 EDT 2020
Add Wii U smooth framebuffer upscaling
--- a/src/Backends/Rendering/WiiU.cpp
+++ b/src/Backends/Rendering/WiiU.cpp
@@ -20,6 +20,9 @@
#include "../Misc.h"
+#define MIN(a,b) ((a) < (b) ? (a) : (b))
+#define MAX(a,b) ((a) > (b) ? (a) : (b))
+
typedef enum RenderMode
{
MODE_BLANK,
@@ -69,6 +72,8 @@
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;
@@ -292,28 +297,82 @@
if (framebuffer_surface != 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));
+ // Create upscaled framebuffer surface
+ size_t tv_width, tv_height;
- if (gx2_context != NULL)
+ switch (GX2GetSystemTVScanMode())
{
- memset(gx2_context, 0, sizeof(GX2ContextState));
- GX2SetupContextStateEx(gx2_context, TRUE);
- GX2SetContextState(gx2_context);
+ case GX2_TV_SCAN_MODE_480I:
+ case GX2_TV_SCAN_MODE_480P:
+ tv_width = 854;
+ tv_height = 480;
+ break;
- // Disable depth-test (enabled by default for some reason)
- GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
+ case GX2_TV_SCAN_MODE_576I:
+ case GX2_TV_SCAN_MODE_720P:
+ tv_width = 1280;
+ tv_height = 720;
+ break;
- GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
- GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
+ case GX2_TV_SCAN_MODE_1080I:
+ case GX2_TV_SCAN_MODE_1080P:
+ tv_width = 1920;
+ tv_height = 1080;
+ break;
+ }
- return framebuffer_surface;
+ 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 allocate memory for the GX2 context");
+ Backend_PrintError("Couldn't create the TV upscaled framebuffer surface");
}
RenderBackend_FreeSurface(framebuffer_surface);
@@ -389,6 +448,26 @@
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, &sampler_point);
+
+ 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, &sampler_point);
+
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
@@ -445,8 +524,8 @@
GX2SetVertexUniformReg(shader_group_texture.vertexShader->uniformVars[1].offset, 4, (uint32_t*)plain_vec4);
// Bind a few things
- GX2SetPixelSampler(&sampler_point, shader_group_texture.pixelShader->samplerVars[0].location);
- GX2SetPixelTexture(&framebuffer_surface->texture, shader_group_texture.pixelShader->samplerVars[0].location);
+ 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));
@@ -475,8 +554,8 @@
GX2SetVertexUniformReg(shader_group_texture.vertexShader->uniformVars[1].offset, 4, (uint32_t*)plain_vec4);
// Bind a few things
- GX2SetPixelSampler(&sampler_point, shader_group_texture.pixelShader->samplerVars[0].location);
- GX2SetPixelTexture(&framebuffer_surface->texture, shader_group_texture.pixelShader->samplerVars[0].location);
+ 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));