ref: 663870ae7659b819412c8b82a6020821522896ca
parent: 6b8ffe2886418f886ff7c19ffe765e69e3719e6a
author: Clownacy <Clownacy@users.noreply.github.com>
date: Wed Sep 23 15:05:01 EDT 2020
Wii U: Offload tex-coord transformation to GPU
--- a/src/Backends/Rendering/WiiU.cpp
+++ b/src/Backends/Rendering/WiiU.cpp
@@ -33,8 +33,6 @@
{
GX2Texture texture;
GX2ColorBuffer colour_buffer;
- size_t width;
- size_t height;
bool render_target;
} RenderBackend_Surface;
@@ -339,6 +337,8 @@
// Disable blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE);
+ const float texture_coordinate_transform[2] = {1.0f, 1.0f};
+
// Start drawing
WHBGfxBeginRender();
@@ -357,6 +357,9 @@
GX2SetVertexShader(shader_group_texture.vertexShader);
GX2SetPixelShader(shader_group_texture.pixelShader);
+ // Set shader uniforms
+ GX2SetVertexUniformReg(shader_group_texture.vertexShader->uniformVars[0].offset, 2, (uint32_t*)&texture_coordinate_transform);
+
// Bind a few things
GX2SetPixelSampler(&sampler, shader_group_texture.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&framebuffer_surface->texture, shader_group_texture.pixelShader->samplerVars[0].location);
@@ -383,6 +386,9 @@
GX2SetVertexShader(shader_group_texture.vertexShader);
GX2SetPixelShader(shader_group_texture.pixelShader);
+ // Set shader uniforms
+ GX2SetVertexUniformReg(shader_group_texture.vertexShader->uniformVars[0].offset, 2, (uint32_t*)&texture_coordinate_transform);
+
// Bind a few things
GX2SetPixelSampler(&sampler, shader_group_texture.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&framebuffer_surface->texture, shader_group_texture.pixelShader->samplerVars[0].location);
@@ -406,8 +412,6 @@
if (surface != NULL)
{
- surface->width = width;
- surface->height = height;
surface->render_target = render_target;
// Initialise texture
@@ -555,6 +559,10 @@
GX2SetVertexShader(shader->vertexShader);
GX2SetPixelShader(shader->pixelShader);
+ // Set shader uniforms (for some reason this vec2 needs padding to a vec4)
+ const float texture_coordinate_transform[4] = {1.0f / source_surface->texture.surface.width, 1.0f / source_surface->texture.surface.height, 1.0f, 1.0f};
+ GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[0].offset, 4, (uint32_t*)texture_coordinate_transform);
+
// Bind misc. data
GX2SetPixelSampler(&sampler, shader->pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&source_surface->texture, shader->pixelShader->samplerVars[0].location);
@@ -570,10 +578,10 @@
if (vertex_buffer_slot != NULL)
{
// Set vertex position buffer
- const float vertex_left = x * 2.0f / destination_surface->width - 1.0f;
- const float vertex_top = y * -2.0f / destination_surface->height + 1.0f;
- const float vertex_right = (x + (rect->right - rect->left)) * 2.0f / destination_surface->width - 1.0f;
- const float vertex_bottom = (y + (rect->bottom - rect->top)) * -2.0f / destination_surface->height + 1.0f;
+ const float vertex_left = x * 2.0f / destination_surface->texture.surface.width - 1.0f;
+ const float vertex_top = y * -2.0f / destination_surface->texture.surface.height + 1.0f;
+ const float vertex_right = (x + (rect->right - rect->left)) * 2.0f / destination_surface->texture.surface.width - 1.0f;
+ const float vertex_bottom = (y + (rect->bottom - rect->top)) * -2.0f / destination_surface->texture.surface.height + 1.0f;
vertex_buffer_slot->vertices[0].position.x = vertex_left;
vertex_buffer_slot->vertices[0].position.y = vertex_top;
@@ -584,10 +592,10 @@
vertex_buffer_slot->vertices[3].position.x = vertex_left;
vertex_buffer_slot->vertices[3].position.y = vertex_bottom;
- const float texture_left = rect->left / (float)source_surface->width;
- const float texture_top = rect->top / (float)source_surface->height;
- const float texture_right = rect->right / (float)source_surface->width;
- const float texture_bottom = rect->bottom / (float)source_surface->height;
+ const float texture_left = rect->left;
+ const float texture_top = rect->top;
+ const float texture_right = rect->right;
+ const float texture_bottom = rect->bottom;
// Set texture coordinate buffer
vertex_buffer_slot->vertices[0].texture.x = texture_left;
@@ -645,10 +653,10 @@
if (vertex_buffer_slot != NULL)
{
// Set vertex position buffer
- const float vertex_left = rect->left * 2.0f / surface->width - 1.0f;
- const float vertex_top = rect->top * -2.0f / surface->height + 1.0f;
- const float vertex_right = rect->right * 2.0f / surface->width - 1.0f;
- const float vertex_bottom = rect->bottom * -2.0f / surface->height + 1.0f;
+ const float vertex_left = rect->left * 2.0f / surface->texture.surface.width - 1.0f;
+ const float vertex_top = rect->top * -2.0f / surface->texture.surface.height + 1.0f;
+ const float vertex_right = rect->right * 2.0f / surface->texture.surface.width - 1.0f;
+ const float vertex_bottom = rect->bottom * -2.0f / surface->texture.surface.height + 1.0f;
vertex_buffer_slot->vertices[0].position.x = vertex_left;
vertex_buffer_slot->vertices[0].position.y = vertex_top;
@@ -758,6 +766,10 @@
GX2SetVertexShader(shader_group_glyph.vertexShader);
GX2SetPixelShader(shader_group_glyph.pixelShader);
+ // Set shader uniforms (for some reason this vec2 needs padding to a vec4)
+ const float texture_coordinate_transform[4] = {1.0f / atlas->texture.surface.width, 1.0f / atlas->texture.surface.height, 1.0f, 1.0f};
+ GX2SetVertexUniformReg(shader_group_glyph.vertexShader->uniformVars[0].offset, 4, (uint32_t*)texture_coordinate_transform);
+
// Bind misc. data
GX2SetPixelSampler(&sampler, shader_group_glyph.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&atlas->texture, shader_group_glyph.pixelShader->samplerVars[0].location);
@@ -776,10 +788,10 @@
if (vertex_buffer_slot != NULL)
{
// Set vertex position buffer
- const float vertex_left = x * 2.0f / glyph_destination_surface->width - 1.0f;
- const float vertex_top = y * -2.0f / glyph_destination_surface->height + 1.0f;
- const float vertex_right = (x + glyph_width) * 2.0f / glyph_destination_surface->width - 1.0f;
- const float vertex_bottom = (y + glyph_height) * -2.0f / glyph_destination_surface->height + 1.0f;
+ const float vertex_left = x * 2.0f / glyph_destination_surface->texture.surface.width - 1.0f;
+ const float vertex_top = y * -2.0f / glyph_destination_surface->texture.surface.height + 1.0f;
+ const float vertex_right = (x + glyph_width) * 2.0f / glyph_destination_surface->texture.surface.width - 1.0f;
+ const float vertex_bottom = (y + glyph_height) * -2.0f / glyph_destination_surface->texture.surface.height + 1.0f;
vertex_buffer_slot->vertices[0].position.x = vertex_left;
vertex_buffer_slot->vertices[0].position.y = vertex_top;
@@ -790,10 +802,10 @@
vertex_buffer_slot->vertices[3].position.x = vertex_left;
vertex_buffer_slot->vertices[3].position.y = vertex_bottom;
- const float texture_left = glyph_x / (float)glyph_atlas->texture.surface.width;
- const float texture_top = glyph_y / (float)glyph_atlas->texture.surface.height;
- const float texture_right = (glyph_x + glyph_width) / (float)glyph_atlas->texture.surface.width;
- const float texture_bottom = (glyph_y + glyph_height) / (float)glyph_atlas->texture.surface.height;
+ const float texture_left = glyph_x;
+ const float texture_top = glyph_y;
+ const float texture_right = glyph_x + glyph_width;
+ const float texture_bottom = glyph_y + glyph_height;
// Set texture coordinate buffer
vertex_buffer_slot->vertices[0].texture.x = texture_left;
--- a/src/Backends/Rendering/WiiUShaders/glyph.gsh.h
+++ b/src/Backends/Rendering/WiiUShaders/glyph.gsh.h
@@ -1,26 +1,27 @@
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-0,0,0,0,16,0,0,0,0,254,3,240,0,0,128,16,0,0,0,0,66,76,75,123,0,0,0,32,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,4,0,0,0,0
+16,0,0,0,0,254,3,240,0,0,128,16,0,0,0,0,66,76,75,123,0,0,0,32,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,4,0,0,0,0
binary files a/src/Backends/Rendering/WiiUShaders/shader sources/glyph.gsh b/src/Backends/Rendering/WiiUShaders/shader sources/glyph.gsh differ
binary files a/src/Backends/Rendering/WiiUShaders/shader sources/texture.gsh b/src/Backends/Rendering/WiiUShaders/shader sources/texture.gsh differ
--- a/src/Backends/Rendering/WiiUShaders/shader sources/texture.vert
+++ b/src/Backends/Rendering/WiiUShaders/shader sources/texture.vert
@@ -1,4 +1,5 @@
#version 150 core
+layout(location = 0) uniform vec2 texture_coordinate_transform;
layout(location = 0) in vec4 input_vertex_coordinates;
layout(location = 1) in vec2 input_texture_coordinates;
out vec2 texture_coordinates;
@@ -5,5 +6,5 @@
void main()
{
gl_Position = input_vertex_coordinates;
- texture_coordinates = input_texture_coordinates;
+ texture_coordinates = input_texture_coordinates * texture_coordinate_transform;
}
--- a/src/Backends/Rendering/WiiUShaders/shader sources/texture.vsh
+++ b/src/Backends/Rendering/WiiUShaders/shader sources/texture.vsh
@@ -1,17 +1,25 @@
; $MODE = "UniformRegister"
+
+; $UNIFORM_VARS[0].name = "texture_coordinate_transform"
+; $UNIFORM_VARS[0].type = "vec2"
+; $UNIFORM_VARS[0].count = 1
+; $UNIFORM_VARS[0].offset = 0
+; $UNIFORM_VARS[0].block = -1
+
; $ATTRIB_VARS[0].name = "input_texture_coordinates"
; $ATTRIB_VARS[0].type = "vec2"
; $ATTRIB_VARS[0].location = 1
; $ATTRIB_VARS[1].name = "input_vertex_coordinates"
-; $ATTRIB_VARS[1].type = "vec2"
+; $ATTRIB_VARS[1].type = "vec4"
; $ATTRIB_VARS[1].location = 0
+
; $NUM_SPI_VS_OUT_ID = 1
; $SPI_VS_OUT_ID[0].SEMANTIC_0 = 0
00 CALL_FS NO_BARRIER
01 ALU: ADDR(32) CNT(2)
- 0 x: MOV R1.x, R1.x
- y: MOV R1.y, R1.y
+ 0 x: MUL R1.x, R1.x, C0.x
+ y: MUL R1.y, R1.y, C0.y
02 EXP_DONE: POS0, R2
03 EXP_DONE: PARAM0, R1.xyzz NO_BARRIER
04 ALU: ADDR(34) CNT(1)
@@ -18,6 +26,7 @@
1 x: NOP ____
05 NOP NO_BARRIER
END_OF_PROGRAM
+
binary files a/src/Backends/Rendering/WiiUShaders/shader sources/texture_colour_key.gsh b/src/Backends/Rendering/WiiUShaders/shader sources/texture_colour_key.gsh differ
--- a/src/Backends/Rendering/WiiUShaders/texture.gsh.h
+++ b/src/Backends/Rendering/WiiUShaders/texture.gsh.h
@@ -1,24 +1,25 @@
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--- a/src/Backends/Rendering/WiiUShaders/texture_colour_key.gsh.h
+++ b/src/Backends/Rendering/WiiUShaders/texture_colour_key.gsh.h
@@ -1,26 +1,27 @@
-71,102,120,50,0,0,0,32,0,0,0,7,0,0,0,1,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,66,76,75,123,0,0,0,32,0,0,0,1,0,0,0,0,0,0,0,3,0,0,1,192,0,0,0,0,0,0,0,0,
+71,102,120,50,0,0,0,32,0,0,0,7,0,0,0,1,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,66,76,75,123,0,0,0,32,0,0,0,1,0,0,0,0,0,0,0,3,0,0,1,252,0,0,0,0,0,0,0,0,
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0,0,0,2,0,0,0,1,0,0,0,0,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,
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