ref: dd0d4537091f077321e1812acdb6ac4367e53052
dir: /src/Backends/Rendering/Window/Software/WiiU.cpp/
// 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
}