RetroArch/gfx/drivers_display/gfx_display_wiiu.c

317 lines
12 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2014-2017 - Ali Bouhlel
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include <wiiu/gx2.h>
#include <retro_miscellaneous.h>
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "../gfx_display.h"
#include "../../retroarch.h"
#include "../font_driver.h"
#include "../common/gx2_common.h"
#include "../../wiiu/system/memory.h"
#include "../../wiiu/wiiu_dbg.h"
static const float *gfx_display_wiiu_get_default_vertices(void) { return NULL; }
static const float *gfx_display_wiiu_get_default_tex_coords(void) { return NULL; }
static void *gfx_display_wiiu_get_default_mvp(void *data) { return NULL; }
static void gfx_display_wiiu_blend_begin(void *data) { }
static void gfx_display_wiiu_blend_end(void *data) { }
static void gfx_display_wiiu_viewport(gfx_display_ctx_draw_t *draw, void *data) { }
static void gfx_display_wiiu_draw(gfx_display_ctx_draw_t *draw,
void *data, unsigned video_width, unsigned video_height)
{
wiiu_video_t *wiiu = (wiiu_video_t*)data;
if (!wiiu || !draw)
return;
if (draw->pipeline_id)
{
GX2SetShaderMode(GX2_SHADER_MODE_UNIFORM_BLOCK);
switch(draw->pipeline_id)
{
case VIDEO_SHADER_MENU:
GX2SetShader(&ribbon_shader);
break;
case VIDEO_SHADER_MENU_2:
GX2SetShader(&ribbon_simple_shader);
break;
case VIDEO_SHADER_MENU_3:
GX2SetShader(&snow_simple_shader);
break;
case VIDEO_SHADER_MENU_4:
GX2SetShader(&snow_shader);
break;
case VIDEO_SHADER_MENU_5:
GX2SetShader(&bokeh_shader);
break;
case VIDEO_SHADER_MENU_6:
GX2SetShader(&snowflake_shader);
break;
default:
break;
}
switch(draw->pipeline_id)
{
case VIDEO_SHADER_MENU:
case VIDEO_SHADER_MENU_2:
GX2DrawEx(GX2_PRIMITIVE_MODE_TRIANGLE_STRIP, draw->coords->vertices, 0, 1);
GX2SetBlendControl(GX2_RENDER_TARGET_0, GX2_BLEND_MODE_SRC_ALPHA, GX2_BLEND_MODE_INV_SRC_ALPHA,
GX2_BLEND_COMBINE_MODE_ADD,
GX2_ENABLE, GX2_BLEND_MODE_SRC_ALPHA, GX2_BLEND_MODE_INV_SRC_ALPHA,
GX2_BLEND_COMBINE_MODE_ADD);
case VIDEO_SHADER_MENU_3:
case VIDEO_SHADER_MENU_4:
case VIDEO_SHADER_MENU_5:
case VIDEO_SHADER_MENU_6:
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
break;
}
}
/* TODO come up with a better check for "not all vertexes are the same color" */
else if (draw->coords->vertex || draw->coords->color[0] != draw->coords->color[12])
{
int i;
if (wiiu->vertex_cache_tex.current + 4 > wiiu->vertex_cache_tex.size)
return;
tex_shader_vertex_t* v = wiiu->vertex_cache_tex.v + wiiu->vertex_cache_tex.current;
GX2SetShaderMode(GX2_SHADER_MODE_UNIFORM_BLOCK);
GX2SetShader(&tex_shader);
GX2SetVertexUniformBlock(tex_shader.vs.uniformBlocks[0].offset,
tex_shader.vs.uniformBlocks[0].size,
wiiu->ubo_mvp);
GX2SetAttribBuffer(0, wiiu->vertex_cache_tex.size * sizeof(*wiiu->vertex_cache_tex.v),
sizeof(*wiiu->vertex_cache_tex.v), wiiu->vertex_cache_tex.v);
if (!draw->coords->vertex)
{
/* Convert the libretro bottom-up coordinate system to GX2 - low y at
the top of the screen, large y at the bottom
The compiler will optimise 90% of this out anyway */
float y = -(draw->y + draw->height - video_height);
/* Remember: this is a triangle strip, not a quad, draw in a Z shape
Bottom-left, right, top-left, right */
v[0].pos.x = (draw->x ) / video_width;
v[0].pos.y = (y + draw->height) / video_height;
v[1].pos.x = (draw->x + draw->width ) / video_width;
v[1].pos.y = (y + draw->height) / video_height;
v[2].pos.x = (draw->x ) / video_width;
v[2].pos.y = (y ) / video_height;
v[3].pos.x = (draw->x + draw->width ) / video_width;
v[3].pos.y = (y ) / video_height;
}
else
{
v[0].pos.x = draw->coords->vertex[0];
v[0].pos.y = 1.0 - draw->coords->vertex[1];
v[1].pos.x = draw->coords->vertex[2];
v[1].pos.y = 1.0 - draw->coords->vertex[3];
v[2].pos.x = draw->coords->vertex[4];
v[2].pos.y = 1.0 - draw->coords->vertex[5];
v[3].pos.x = draw->coords->vertex[6];
v[3].pos.y = 1.0 - draw->coords->vertex[7];
}
if (!draw->coords->tex_coord)
{
v[0].coord.u = 0.0f;
v[0].coord.v = 1.0f;
v[1].coord.u = 1.0f;
v[1].coord.v = 1.0f;
v[2].coord.u = 0.0f;
v[2].coord.v = 0.0f;
v[3].coord.u = 1.0f;
v[3].coord.v = 0.0f;
}
else
{
v[0].coord.u = draw->coords->tex_coord[0];
v[0].coord.v = draw->coords->tex_coord[1];
v[1].coord.u = draw->coords->tex_coord[2];
v[1].coord.v = draw->coords->tex_coord[3];
v[2].coord.u = draw->coords->tex_coord[4];
v[2].coord.v = draw->coords->tex_coord[5];
v[3].coord.u = draw->coords->tex_coord[6];
v[3].coord.v = draw->coords->tex_coord[7];
}
for (i = 0; i < 4; i++)
{
v[i].color.r = draw->coords->color[(i << 2) + 0];
v[i].color.g = draw->coords->color[(i << 2) + 1];
v[i].color.b = draw->coords->color[(i << 2) + 2];
v[i].color.a = draw->coords->color[(i << 2) + 3];
}
if (draw->texture)
GX2SetPixelTexture((GX2Texture*)draw->texture, tex_shader.ps.samplerVars[0].location);
GX2DrawEx(GX2_PRIMITIVE_MODE_TRIANGLE_STRIP, 4, wiiu->vertex_cache_tex.current, 1);
wiiu->vertex_cache_tex.current += 4;
}
else
{
if (wiiu->vertex_cache.current + 1 > wiiu->vertex_cache.size)
return;
sprite_vertex_t* v = wiiu->vertex_cache.v + wiiu->vertex_cache.current;
v->pos.x = draw->x;
v->pos.y = wiiu->color_buffer.surface.height - draw->y - draw->height;
v->pos.width = draw->width;
v->pos.height = draw->height;
v->coord.u = 0.0f;
v->coord.v = 0.0f;
v->coord.width = 1.0f;
v->coord.height = 1.0f;
v->color = COLOR_RGBA(0xFF * draw->coords->color[0], 0xFF * draw->coords->color[1],
0xFF * draw->coords->color[2], 0xFF * draw->coords->color[3]);
if (draw->texture)
GX2SetPixelTexture((GX2Texture*)draw->texture, sprite_shader.ps.samplerVars[0].location);
GX2DrawEx(GX2_PRIMITIVE_MODE_POINTS, 1, wiiu->vertex_cache.current, 1);
wiiu->vertex_cache.current ++;
return;
}
GX2SetShaderMode(GX2_SHADER_MODE_GEOMETRY_SHADER);
GX2SetShader(&sprite_shader);
// GX2SetGeometryShaderInputRingBuffer(wiiu->input_ring_buffer, wiiu->input_ring_buffer_size);
// GX2SetGeometryShaderOutputRingBuffer(wiiu->output_ring_buffer, wiiu->output_ring_buffer_size);
GX2SetVertexUniformBlock(sprite_shader.vs.uniformBlocks[0].offset,
sprite_shader.vs.uniformBlocks[0].size,
wiiu->ubo_vp);
GX2SetVertexUniformBlock(sprite_shader.vs.uniformBlocks[1].offset,
sprite_shader.vs.uniformBlocks[1].size,
wiiu->ubo_tex);
GX2SetAttribBuffer(0, wiiu->vertex_cache.size * sizeof(*wiiu->vertex_cache.v),
sizeof(*wiiu->vertex_cache.v), wiiu->vertex_cache.v);
}
static void gfx_display_wiiu_draw_pipeline(gfx_display_ctx_draw_t *draw,
void *data, unsigned video_width, unsigned video_height)
{
video_coord_array_t *ca = NULL;
wiiu_video_t *wiiu = (wiiu_video_t*)data;
if (!wiiu || !draw)
return;
switch(draw->pipeline_id)
{
case VIDEO_SHADER_MENU:
case VIDEO_SHADER_MENU_2:
ca = gfx_display_get_coords_array();
if (!wiiu->menu_shader_vbo)
{
wiiu->menu_shader_vbo = MEM2_alloc(ca->coords.vertices * 2 * sizeof(float), GX2_VERTEX_BUFFER_ALIGNMENT);
memcpy(wiiu->menu_shader_vbo, ca->coords.vertex, ca->coords.vertices * 2 * sizeof(float));
GX2Invalidate(GX2_INVALIDATE_MODE_CPU_ATTRIBUTE_BUFFER, wiiu->menu_shader_vbo, ca->coords.vertices * 2 * sizeof(float));
}
draw->coords->vertex = wiiu->menu_shader_vbo;
draw->coords->vertices = ca->coords.vertices;
GX2SetAttribBuffer(0, draw->coords->vertices * 2 * sizeof(float), 2 * sizeof(float), wiiu->menu_shader_vbo);
GX2SetBlendControl(GX2_RENDER_TARGET_0, GX2_BLEND_MODE_SRC_ALPHA, GX2_BLEND_MODE_ONE,
GX2_BLEND_COMBINE_MODE_ADD, GX2_DISABLE, 0, 0, 0);
break;
case VIDEO_SHADER_MENU_3:
case VIDEO_SHADER_MENU_4:
case VIDEO_SHADER_MENU_5:
case VIDEO_SHADER_MENU_6:
GX2SetAttribBuffer(0, 4 * sizeof(*wiiu->v), sizeof(*wiiu->v), wiiu->v);
break;
default:
return;
}
if (!wiiu->menu_shader_ubo)
{
wiiu->menu_shader_ubo = MEM2_alloc(sizeof(*wiiu->menu_shader_ubo), GX2_UNIFORM_BLOCK_ALIGNMENT);
matrix_4x4_ortho(wiiu->menu_shader_ubo->mvp, 0, 1, 1, 0, -1, 1);
wiiu->menu_shader_ubo->OutputSize.width = wiiu->color_buffer.surface.width;
wiiu->menu_shader_ubo->OutputSize.height = wiiu->color_buffer.surface.height;
wiiu->menu_shader_ubo->time = 0.0f;
}
else
wiiu->menu_shader_ubo->time += 0.01f;
GX2Invalidate(GX2_INVALIDATE_MODE_CPU_UNIFORM_BLOCK, wiiu->menu_shader_ubo, sizeof(*wiiu->menu_shader_ubo));
GX2SetVertexUniformBlock(1, sizeof(*wiiu->menu_shader_ubo), wiiu->menu_shader_ubo);
GX2SetPixelUniformBlock(1, sizeof(*wiiu->menu_shader_ubo), wiiu->menu_shader_ubo);
}
static bool gfx_display_wiiu_font_init_first(
void **font_handle, void *video_data,
const char *font_path, float font_size,
bool is_threaded)
{
font_data_t **handle = (font_data_t**)font_handle;
*handle = font_driver_init_first(video_data,
font_path, font_size, true,
is_threaded,
FONT_DRIVER_RENDER_WIIU);
return *handle;
}
static void gfx_display_wiiu_scissor_begin(
void *data,
unsigned video_width,
unsigned video_height,
int x, int y,
unsigned width, unsigned height)
{
GX2SetScissor(MAX(x, 0), MAX(video_height - y - height, 0), MIN(width, video_width), MIN(height, video_height));
}
static void gfx_display_wiiu_scissor_end(
void *data,
unsigned video_width,
unsigned video_height
)
{
GX2SetScissor(0, 0, video_width, video_height);
}
gfx_display_ctx_driver_t gfx_display_ctx_wiiu = {
gfx_display_wiiu_draw,
gfx_display_wiiu_draw_pipeline,
gfx_display_wiiu_viewport,
gfx_display_wiiu_blend_begin,
gfx_display_wiiu_blend_end,
gfx_display_wiiu_get_default_mvp,
gfx_display_wiiu_get_default_vertices,
gfx_display_wiiu_get_default_tex_coords,
gfx_display_wiiu_font_init_first,
GFX_VIDEO_DRIVER_WIIU,
"gx2",
true,
gfx_display_wiiu_scissor_begin,
gfx_display_wiiu_scissor_end
};