DoukutsuNikki/src/Backends/Rendering/WiiU.cpp

916 lines
30 KiB
C++

#include "../Rendering.h"
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
#include <string>
#include <gx2/context.h>
#include <gx2/display.h>
#include <gx2/draw.h>
#include <gx2/event.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 "../Misc.h"
#include "WiiUShaders/colour_fill.gsh.h"
#include "WiiUShaders/glyph.gsh.h"
#include "WiiUShaders/texture.gsh.h"
typedef enum RenderMode
{
MODE_BLANK,
MODE_DRAW_SURFACE,
MODE_DRAW_SURFACE_WITH_TRANSPARENCY,
MODE_COLOUR_FILL,
MODE_DRAW_GLYPH
} RenderMode;
typedef struct RenderBackend_Surface
{
GX2Texture texture;
GX2ColorBuffer colour_buffer;
unsigned int width;
unsigned int height;
bool render_target;
unsigned char *lock_buffer; // TODO - Dumb
} RenderBackend_Surface;
typedef struct RenderBackend_Glyph
{
GX2Texture texture;
unsigned int width;
unsigned int height;
} RenderBackend_Glyph;
typedef struct Viewport
{
float x;
float y;
float width;
float height;
} Viewport;
typedef struct Coordinate2D
{
float x;
float y;
} Coordinate2D;
typedef struct Vertex
{
Coordinate2D position;
Coordinate2D texture;
} Vertex;
typedef struct VertexBufferSlot
{
Vertex vertices[4];
} VertexBufferSlot;
static WHBGfxShaderGroup texture_shader;
static WHBGfxShaderGroup colour_fill_shader;
static WHBGfxShaderGroup glyph_shader;
static GX2RBuffer vertex_buffer;
static GX2Sampler sampler;
static RenderBackend_Surface *framebuffer_surface;
static GX2ContextState *gx2_context;
static RenderBackend_Surface *glyph_destination_surface;
static Viewport tv_viewport;
static Viewport drc_viewport;
static VertexBufferSlot *local_vertex_buffer;
static unsigned long local_vertex_buffer_size;
static unsigned long current_vertex_buffer_slot;
static RenderMode last_render_mode;
static RenderBackend_Surface *last_source_surface;
static RenderBackend_Surface *last_destination_surface;
static VertexBufferSlot* GetVertexBufferSlot(void)
{
++current_vertex_buffer_slot;
// Check if buffer needs expanding
if (current_vertex_buffer_slot > local_vertex_buffer_size)
{
local_vertex_buffer_size = 1;
while (current_vertex_buffer_slot > local_vertex_buffer_size)
local_vertex_buffer_size <<= 1;
VertexBufferSlot *realloc_result = (VertexBufferSlot*)realloc(local_vertex_buffer, local_vertex_buffer_size * sizeof(VertexBufferSlot));
if (realloc_result != NULL)
{
local_vertex_buffer = realloc_result;
}
else
{
Backend_PrintError("Couldn't expand vertex buffer");
return NULL;
}
}
return &local_vertex_buffer[current_vertex_buffer_slot - 1];
}
static void FlushVertexBuffer(void)
{
static unsigned long vertex_buffer_size;
static unsigned int current_vertex_buffer = 0;
if (current_vertex_buffer_slot == 0)
return;
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
// Upload vertex buffer to VBO, growing it if necessary
if (local_vertex_buffer_size > vertex_buffer_size)
{
vertex_buffer_size = local_vertex_buffer_size;
GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
vertex_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
GX2R_RESOURCE_USAGE_CPU_READ |
GX2R_RESOURCE_USAGE_CPU_WRITE |
GX2R_RESOURCE_USAGE_GPU_READ);
vertex_buffer.elemSize = sizeof(VertexBufferSlot);
vertex_buffer.elemCount = vertex_buffer_size;
if (GX2RCreateBuffer(&vertex_buffer))
{
void *vertex_pointer = GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
memcpy(vertex_pointer, local_vertex_buffer, vertex_buffer_size * sizeof(VertexBufferSlot));
GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
}
}
else
{
void *vertex_pointer = GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
memcpy(vertex_pointer, local_vertex_buffer, current_vertex_buffer_slot * sizeof(VertexBufferSlot));
GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
}
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4 * current_vertex_buffer_slot, 0, 1);
current_vertex_buffer_slot = 0;
}
static void CalculateViewport(unsigned int actual_screen_width, unsigned int actual_screen_height, Viewport *viewport)
{
if ((float)actual_screen_width / (float)actual_screen_height > (float)framebuffer_surface->width / (float)framebuffer_surface->height)
{
viewport->y = 0.0f;
viewport->height = actual_screen_height;
viewport->width = framebuffer_surface->width * ((float)actual_screen_height / (float)framebuffer_surface->height);
viewport->x = (actual_screen_width - viewport->width) / 2;
}
else
{
viewport->x = 0.0f;
viewport->width = actual_screen_width;
viewport->height = framebuffer_surface->height * ((float)actual_screen_width / (float)framebuffer_surface->width);
viewport->y = (actual_screen_height - viewport->height) / 2;
}
}
RenderBackend_Surface* RenderBackend_Init(const char *window_title, int screen_width, int screen_height, bool fullscreen, bool *vsync)
{
(void)window_title;
(void)fullscreen;
*vsync = true; // Not optional (blame WUT's libwhb)
if (WHBGfxInit())
{
// Initialise the shaders
// Texture shader
if (WHBGfxLoadGFDShaderGroup(&texture_shader, 0, rtexture))
{
WHBGfxInitShaderAttribute(&texture_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitShaderAttribute(&texture_shader, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&texture_shader);
/*
// Texture shader (with colour-key)
if (WHBGfxLoadGFDShaderGroup(&texture_colour_key_shader, 0, rtexture_colour_key))
{
WHBGfxInitShaderAttribute(&texture_colour_key_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitShaderAttribute(&texture_colour_key_shader, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&texture_colour_key_shader);
*/
// Colour-fill shader
if (WHBGfxLoadGFDShaderGroup(&colour_fill_shader, 0, rcolour_fill))
{
WHBGfxInitShaderAttribute(&colour_fill_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&colour_fill_shader);
// 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 sampler
GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR);
// Create framebuffer surface
framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true);
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));
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);
// Set custom blending mode for pre-multiplied alpha
GX2SetBlendControl(GX2_RENDER_TARGET_0,
GX2_BLEND_MODE_ONE,
GX2_BLEND_MODE_INV_SRC_ALPHA,
GX2_BLEND_COMBINE_MODE_ADD,
TRUE,
GX2_BLEND_MODE_ONE,
GX2_BLEND_MODE_INV_SRC_ALPHA,
GX2_BLEND_COMBINE_MODE_ADD);
// 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 framebuffer_surface;
}
else
{
Backend_PrintError("Couldn't allocate memory for the GX2 context");
}
RenderBackend_FreeSurface(framebuffer_surface);
}
else
{
Backend_PrintError("Couldn't create the framebuffer surface");
}
WHBGfxFreeShaderGroup(&glyph_shader);
}
else
{
Backend_PrintError("Couldn't create the glyph shader");
}
WHBGfxFreeShaderGroup(&colour_fill_shader);
}
else
{
Backend_PrintError("Couldn't create the colour-fill shader");
}
/*
WHBGfxFreeShaderGroup(&texture_colour_key_shader);
}
else
{
Backend_PrintError("Couldn't create the texture colour-key shader");
}
*/
WHBGfxFreeShaderGroup(&texture_shader);
}
else
{
Backend_PrintError("Couldn't create the texture shader");
}
WHBGfxShutdown();
}
else
{
Backend_PrintError("WHBGfxInit failed");
}
return NULL;
}
void RenderBackend_Deinit(void)
{
free(gx2_context);
RenderBackend_FreeSurface(framebuffer_surface);
GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
WHBGfxFreeShaderGroup(&glyph_shader);
WHBGfxFreeShaderGroup(&colour_fill_shader);
// WHBGfxFreeShaderGroup(&texture_colour_key_shader);
WHBGfxFreeShaderGroup(&texture_shader);
WHBGfxShutdown();
}
void RenderBackend_DrawScreen(void)
{
FlushVertexBuffer();
last_render_mode = MODE_BLANK;
last_source_surface = NULL;
last_destination_surface = NULL;
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
VertexBufferSlot *vertex_buffer_slot = (VertexBufferSlot*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
// Set buffer to (4:3) full-screen
vertex_buffer_slot->vertices[0].position.x = -1.0f;
vertex_buffer_slot->vertices[0].position.y = -1.0f;
vertex_buffer_slot->vertices[1].position.x = 1.0f;
vertex_buffer_slot->vertices[1].position.y = -1.0f;
vertex_buffer_slot->vertices[2].position.x = 1.0f;
vertex_buffer_slot->vertices[2].position.y = 1.0f;
vertex_buffer_slot->vertices[3].position.x = -1.0f;
vertex_buffer_slot->vertices[3].position.y = 1.0f;
// Set buffer to full-texture
vertex_buffer_slot->vertices[0].texture.x = 0.0f;
vertex_buffer_slot->vertices[0].texture.y = 1.0f;
vertex_buffer_slot->vertices[1].texture.x = 1.0f;
vertex_buffer_slot->vertices[1].texture.y = 1.0f;
vertex_buffer_slot->vertices[2].texture.x = 1.0f;
vertex_buffer_slot->vertices[2].texture.y = 0.0f;
vertex_buffer_slot->vertices[3].texture.x = 0.0f;
vertex_buffer_slot->vertices[3].texture.y = 0.0f;
GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
// Start drawing
WHBGfxBeginRender();
////////////////////
// Draw to the TV //
////////////////////
WHBGfxBeginRenderTV();
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Set Viewport
GX2SetViewport(tv_viewport.x, tv_viewport.y, tv_viewport.width, tv_viewport.height, 0.0f, 1.0f);
// This might be needed? Not sure.
// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
// Disable blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE);
// Select texture shader
GX2SetFetchShader(&texture_shader.fetchShader);
GX2SetVertexShader(texture_shader.vertexShader);
GX2SetPixelShader(texture_shader.pixelShader);
// Bind a few things
GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&framebuffer_surface->texture, texture_shader.pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
WHBGfxFinishRenderTV();
/////////////////////////
// Draw to the gamepad //
/////////////////////////
WHBGfxBeginRenderDRC();
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Set Viewport
GX2SetViewport(drc_viewport.x, drc_viewport.y, drc_viewport.width, drc_viewport.height, 0.0f, 1.0f);
// This might be needed? Not sure.
// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
// Disable blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE);
// Select texture shader
GX2SetFetchShader(&texture_shader.fetchShader);
GX2SetVertexShader(texture_shader.vertexShader);
GX2SetPixelShader(texture_shader.pixelShader);
// Bind a few things
GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&framebuffer_surface->texture, texture_shader.pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
WHBGfxFinishRenderDRC();
WHBGfxFinishRender();
// Do this or else the screen will never update. I wish I understood why.
GX2SetContextState(gx2_context);
}
RenderBackend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height, bool render_target)
{
RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface));
if (surface != NULL)
{
surface->width = width;
surface->height = height;
surface->render_target = render_target;
// Initialise texture
memset(&surface->texture, 0, sizeof(surface->texture));
surface->texture.surface.width = width;
surface->texture.surface.height = height;
surface->texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8_G8_B8_A8;
surface->texture.surface.depth = 1;
surface->texture.surface.dim = GX2_SURFACE_DIM_TEXTURE_2D;
surface->texture.surface.tileMode = GX2_TILE_MODE_LINEAR_ALIGNED;
surface->texture.surface.mipLevels = 1;
surface->texture.viewNumMips = 1;
surface->texture.viewNumSlices = 1;
surface->texture.compMap = 0x00010203;
GX2CalcSurfaceSizeAndAlignment(&surface->texture.surface);
GX2InitTextureRegs(&surface->texture);
GX2RResourceFlags resource_flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_TEXTURE |
GX2R_RESOURCE_USAGE_CPU_WRITE | GX2R_RESOURCE_USAGE_CPU_READ |
GX2R_RESOURCE_USAGE_GPU_WRITE | GX2R_RESOURCE_USAGE_GPU_READ);
if (render_target)
resource_flags = (GX2RResourceFlags)(resource_flags | GX2R_RESOURCE_BIND_COLOR_BUFFER);
if (GX2RCreateSurface(&surface->texture.surface, resource_flags))
{
if (!render_target)
{
return surface;
}
else
{
// Initialise colour buffer (needed so the texture can be drawn to)
memset(&surface->colour_buffer, 0, sizeof(surface->colour_buffer));
surface->colour_buffer.surface = surface->texture.surface;
surface->colour_buffer.viewNumSlices = 1;
GX2InitColorBufferRegs(&surface->colour_buffer);
if (GX2RCreateSurfaceUserMemory(&surface->colour_buffer.surface, (uint8_t*)surface->texture.surface.image, (uint8_t*)surface->texture.surface.mipmaps, surface->texture.surface.resourceFlags))
return surface;
else
Backend_PrintError("GX2RCreateSurfaceUserMemory failed in RenderBackend_CreateSurface");
GX2RDestroySurfaceEx(&surface->texture.surface, (GX2RResourceFlags)0);
}
}
else
{
Backend_PrintError("GX2RCreateSurface failed in RenderBackend_CreateSurface");
}
free(surface);
}
return NULL;
}
void RenderBackend_FreeSurface(RenderBackend_Surface *surface)
{
if (surface != NULL)
{
if (surface->render_target)
GX2RDestroySurfaceEx(&surface->colour_buffer.surface, (GX2RResourceFlags)0);
GX2RDestroySurfaceEx(&surface->texture.surface, (GX2RResourceFlags)0);
free(surface);
}
}
bool RenderBackend_IsSurfaceLost(RenderBackend_Surface *surface)
{
(void)surface;
return false;
}
void RenderBackend_RestoreSurface(RenderBackend_Surface *surface)
{
(void)surface;
}
unsigned char* RenderBackend_LockSurface(RenderBackend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
{
(void)width;
(void)height;
if (surface != NULL)
{
surface->lock_buffer = (unsigned char*)GX2RLockSurfaceEx(&surface->texture.surface, 0, (GX2RResourceFlags)0);
*pitch = surface->texture.surface.pitch * 4;
return surface->lock_buffer;
}
return NULL;
}
void RenderBackend_UnlockSurface(RenderBackend_Surface *surface, unsigned int width, unsigned int height)
{
if (surface != NULL)
{
// Pre-multiply the colour channels with the alpha, so blending works correctly
for (unsigned int y = 0; y < height; ++y)
{
unsigned char *pixels = &surface->lock_buffer[surface->texture.surface.pitch * 4 * y];
for (unsigned int x = 0; x < width; ++x)
{
pixels[0] = (pixels[0] * pixels[3]) / 0xFF;
pixels[1] = (pixels[1] * pixels[3]) / 0xFF;
pixels[2] = (pixels[2] * pixels[3]) / 0xFF;
pixels += 4;
}
}
GX2RUnlockSurfaceEx(&surface->texture.surface, 0, (GX2RResourceFlags)0);
}
}
void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect *rect, RenderBackend_Surface *destination_surface, long x, long y, bool alpha_blend)
{
if (source_surface == NULL || destination_surface == NULL)
return;
const RenderMode render_mode = (alpha_blend ? MODE_DRAW_SURFACE_WITH_TRANSPARENCY : MODE_DRAW_SURFACE);
// Flush vertex data if a context-change is needed
if (last_render_mode != render_mode || last_source_surface != source_surface || last_destination_surface != destination_surface)
{
FlushVertexBuffer();
last_render_mode = render_mode;
last_source_surface = source_surface;
last_destination_surface = destination_surface;
// Draw to the selected texture, instead of the screen
GX2SetColorBuffer(&destination_surface->colour_buffer, GX2_RENDER_TARGET_0);
GX2SetViewport(0.0f, 0.0f, (float)destination_surface->colour_buffer.surface.width, (float)destination_surface->colour_buffer.surface.height, 0.0f, 1.0f);
GX2SetScissor(0, 0, destination_surface->colour_buffer.surface.width, destination_surface->colour_buffer.surface.height);
// Enable (or disable) blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, alpha_blend ? 0xFF : 0, FALSE, TRUE);
// Bind shader
GX2SetFetchShader(&texture_shader.fetchShader);
GX2SetVertexShader(texture_shader.vertexShader);
GX2SetPixelShader(texture_shader.pixelShader);
// Bind misc. data
GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&source_surface->texture, texture_shader.pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
}
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
if (vertex_buffer_slot != NULL)
{
// Set vertex position buffer
const float destination_left = x;
const float destination_top = y;
const float destination_right = x + (rect->right - rect->left);
const float destination_bottom = y + (rect->bottom - rect->top);
vertex_buffer_slot->vertices[0].position.x = destination_left;
vertex_buffer_slot->vertices[0].position.y = destination_top;
vertex_buffer_slot->vertices[1].position.x = destination_right;
vertex_buffer_slot->vertices[1].position.y = destination_top;
vertex_buffer_slot->vertices[2].position.x = destination_right;
vertex_buffer_slot->vertices[2].position.y = destination_bottom;
vertex_buffer_slot->vertices[3].position.x = destination_left;
vertex_buffer_slot->vertices[3].position.y = destination_bottom;
for (unsigned int i = 0; i < 4; ++i)
{
vertex_buffer_slot->vertices[i].position.x /= destination_surface->width;
vertex_buffer_slot->vertices[i].position.x *= 2.0f;
vertex_buffer_slot->vertices[i].position.x -= 1.0f;
vertex_buffer_slot->vertices[i].position.y /= destination_surface->height;
vertex_buffer_slot->vertices[i].position.y *= -2.0f;
vertex_buffer_slot->vertices[i].position.y += 1.0f;
}
// Set texture coordinate buffer
vertex_buffer_slot->vertices[0].texture.x = rect->left / (float)source_surface->width;
vertex_buffer_slot->vertices[0].texture.y = rect->top / (float)source_surface->height;
vertex_buffer_slot->vertices[1].texture.x = rect->right / (float)source_surface->width;
vertex_buffer_slot->vertices[1].texture.y = rect->top / (float)source_surface->height;
vertex_buffer_slot->vertices[2].texture.x = rect->right / (float)source_surface->width;
vertex_buffer_slot->vertices[2].texture.y = rect->bottom / (float)source_surface->height;
vertex_buffer_slot->vertices[3].texture.x = rect->left / (float)source_surface->width;
vertex_buffer_slot->vertices[3].texture.y = rect->bottom / (float)source_surface->height;
}
}
void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBackend_Rect *rect, unsigned char red, unsigned char green, unsigned char blue, unsigned char alpha)
{
static unsigned char last_red;
static unsigned char last_green;
static unsigned char last_blue;
if (surface == NULL)
return;
// Flush vertex data if a context-change is needed
if (last_render_mode != MODE_COLOUR_FILL || last_destination_surface != surface || last_red != red || last_green != green || last_blue != blue)
{
FlushVertexBuffer();
last_render_mode = MODE_COLOUR_FILL;
last_source_surface = NULL;
last_destination_surface = surface;
last_red = red;
last_green = green;
last_blue = blue;
// Draw to the selected texture, instead of the screen
GX2SetColorBuffer(&surface->colour_buffer, GX2_RENDER_TARGET_0);
GX2SetViewport(0, 0, (float)surface->colour_buffer.surface.width, (float)surface->colour_buffer.surface.height, 0.0f, 1.0f);
GX2SetScissor(0, 0, (float)surface->colour_buffer.surface.width, (float)surface->colour_buffer.surface.height);
// Disable blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE);
// Set the colour-fill... colour
const float uniform_colours[4] = {red / 255.0f, green / 255.0f, blue / 255.0f, alpha / 255.0f};
GX2SetPixelUniformReg(colour_fill_shader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
// Bind the colour-fill shader
GX2SetFetchShader(&colour_fill_shader.fetchShader);
GX2SetVertexShader(colour_fill_shader.vertexShader);
GX2SetPixelShader(colour_fill_shader.pixelShader);
// Bind misc. data
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
}
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
if (vertex_buffer_slot != NULL)
{
// Set vertex position buffer
vertex_buffer_slot->vertices[0].position.x = rect->left;
vertex_buffer_slot->vertices[0].position.y = rect->top;
vertex_buffer_slot->vertices[1].position.x = rect->right;
vertex_buffer_slot->vertices[1].position.y = rect->top;
vertex_buffer_slot->vertices[2].position.x = rect->right;
vertex_buffer_slot->vertices[2].position.y = rect->bottom;
vertex_buffer_slot->vertices[3].position.x = rect->left;
vertex_buffer_slot->vertices[3].position.y = rect->bottom;
for (unsigned int i = 0; i < 4; ++i)
{
vertex_buffer_slot->vertices[i].position.x /= surface->width;
vertex_buffer_slot->vertices[i].position.x *= 2.0f;
vertex_buffer_slot->vertices[i].position.x -= 1.0f;
vertex_buffer_slot->vertices[i].position.y /= surface->height;
vertex_buffer_slot->vertices[i].position.y *= -2.0f;
vertex_buffer_slot->vertices[i].position.y += 1.0f;
}
}
}
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;
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 = 0x00000000;
GX2CalcSurfaceSizeAndAlignment(&glyph->texture.surface);
GX2InitTextureRegs(&glyph->texture);
if (GX2RCreateSurface(&glyph->texture.surface, (GX2RResourceFlags)(GX2R_RESOURCE_BIND_TEXTURE |
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;
unsigned char *out_pointer = framebuffer;
for (size_t y = 0; y < height; ++y)
{
memcpy(out_pointer, in_pointer, width);
in_pointer += pitch;
out_pointer += glyph->texture.surface.pitch;
}
GX2RUnlockSurfaceEx(&glyph->texture.surface, 0, (GX2RResourceFlags)0);
return glyph;
}
else
{
Backend_PrintError("GX2RCreateSurface failed in RenderBackend_LoadGlyph");
}
free(glyph);
}
return NULL;
}
void RenderBackend_UnloadGlyph(RenderBackend_Glyph *glyph)
{
if (glyph != NULL)
{
GX2RDestroySurfaceEx(&glyph->texture.surface, (GX2RResourceFlags)0);
free(glyph);
}
}
void RenderBackend_PrepareToDrawGlyphs(RenderBackend_Surface *destination_surface, const unsigned char *colour_channels)
{
FlushVertexBuffer();
last_render_mode = MODE_BLANK;
last_source_surface = NULL;
last_destination_surface = NULL;
if (destination_surface == NULL)
return;
glyph_destination_surface = destination_surface;
// Set the colour
const float uniform_colours[4] = {colour_channels[0] / 255.0f, colour_channels[1] / 255.0f, colour_channels[2] / 255.0f, 1.0f};
GX2SetPixelUniformReg(glyph_shader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
// Enable blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE);
}
void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y)
{
if (glyph == NULL)
return;
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
VertexBufferSlot *vertex_buffer_slot = (VertexBufferSlot*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
// 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;
vertex_buffer_slot->vertices[0].position.x = destination_left;
vertex_buffer_slot->vertices[0].position.y = destination_top;
vertex_buffer_slot->vertices[1].position.x = destination_right;
vertex_buffer_slot->vertices[1].position.y = destination_top;
vertex_buffer_slot->vertices[2].position.x = destination_right;
vertex_buffer_slot->vertices[2].position.y = destination_bottom;
vertex_buffer_slot->vertices[3].position.x = destination_left;
vertex_buffer_slot->vertices[3].position.y = destination_bottom;
for (unsigned int i = 0; i < 4; ++i)
{
vertex_buffer_slot->vertices[i].position.x /= glyph_destination_surface->width;
vertex_buffer_slot->vertices[i].position.x *= 2.0f;
vertex_buffer_slot->vertices[i].position.x -= 1.0f;
vertex_buffer_slot->vertices[i].position.y /= glyph_destination_surface->height;
vertex_buffer_slot->vertices[i].position.y *= -2.0f;
vertex_buffer_slot->vertices[i].position.y += 1.0f;
}
// Set texture coordinate buffer
vertex_buffer_slot->vertices[0].texture.x = 0.0f;
vertex_buffer_slot->vertices[0].texture.y = 0.0f;
vertex_buffer_slot->vertices[1].texture.x = 1.0f;
vertex_buffer_slot->vertices[1].texture.y = 0.0f;
vertex_buffer_slot->vertices[2].texture.x = 1.0f;
vertex_buffer_slot->vertices[2].texture.y = 1.0f;
vertex_buffer_slot->vertices[3].texture.x = 0.0f;
vertex_buffer_slot->vertices[3].texture.y = 1.0f;
GX2RUnlockBufferEx(&vertex_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 glyph shader
GX2SetFetchShader(&glyph_shader.fetchShader);
GX2SetVertexShader(glyph_shader.vertexShader);
GX2SetPixelShader(glyph_shader.pixelShader);
// Bind misc. data
GX2SetPixelSampler(&sampler, glyph_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&glyph->texture, glyph_shader.pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
}
void RenderBackend_FlushGlyphs(void)
{
}
void RenderBackend_HandleRenderTargetLoss(void)
{
// Doesn't happen on the Wii U
}
void RenderBackend_HandleWindowResize(unsigned int width, unsigned int height)
{
(void)width;
(void)height;
// Doesn't happen on the Wii U
}