mirror of
https://github.com/wiiu-env/libgui.git
synced 2024-12-26 00:01:51 +01:00
257 lines
12 KiB
C++
257 lines
12 KiB
C++
/****************************************************************************
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* Copyright (C) 2015 Dimok
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#include <malloc.h>
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#include <string.h>
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#include <video/CVideo.h>
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#include <system/memory.h>
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#include <video/shaders/Texture2DShader.h>
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#include <video/shaders/ColorShader.h>
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#include <video/shaders/Shader3D.h>
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#include <video/shaders/ShaderFractalColor.h>
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#include <video/shaders/FXAAShader.h>
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CVideo::CVideo(int32_t forceTvScanMode, int32_t forceDrcScanMode) {
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tvEnabled = false;
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drcEnabled = false;
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//! allocate MEM2 command buffer memory
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gx2CommandBuffer = MEM2_alloc(GX2_COMMAND_BUFFER_SIZE, 0x40);
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//! initialize GX2 command buffer
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uint32_t gx2_init_attributes[9];
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gx2_init_attributes[0] = GX2_INIT_CMD_BUF_BASE;
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gx2_init_attributes[1] = (uint32_t)gx2CommandBuffer;
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gx2_init_attributes[2] = GX2_INIT_CMD_BUF_POOL_SIZE;
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gx2_init_attributes[3] = GX2_COMMAND_BUFFER_SIZE;
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gx2_init_attributes[4] = GX2_INIT_ARGC;
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gx2_init_attributes[5] = 0;
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gx2_init_attributes[6] = GX2_INIT_ARGV;
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gx2_init_attributes[7] = 0;
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gx2_init_attributes[8] = GX2_INIT_END;
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GX2Init(gx2_init_attributes);
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uint32_t scanBufferSize = 0;
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uint32_t scaleNeeded = 0;
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int32_t tvScanMode = ((forceTvScanMode >= 0) ? forceTvScanMode : (int32_t)GX2GetSystemTVScanMode());
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int32_t drcScanMode = ((forceDrcScanMode >= 0) ? forceDrcScanMode : (int32_t)GX2GetSystemDRCScanMode());
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int32_t tvRenderMode;
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uint32_t tvWidth = 0;
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uint32_t tvHeight = 0;
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switch(tvScanMode) {
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case GX2_TV_SCAN_MODE_480I:
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case GX2_TV_SCAN_MODE_480P:
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tvWidth = 854;
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tvHeight = 480;
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tvRenderMode = GX2_TV_RENDER_MODE_WIDE_480P;
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break;
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case GX2_TV_SCAN_MODE_1080I:
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case GX2_TV_SCAN_MODE_1080P:
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tvWidth = 1920;
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tvHeight = 1080;
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tvRenderMode = GX2_TV_RENDER_MODE_WIDE_1080P;
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break;
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case GX2_TV_SCAN_MODE_720P:
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default:
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tvWidth = 1280;
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tvHeight = 720;
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tvRenderMode = GX2_TV_RENDER_MODE_WIDE_720P;
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break;
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}
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int32_t tvAAMode = GX2_AA_MODE1X;
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int32_t drcAAMode = GX2_AA_MODE4X;
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//! calculate the scale factor for later texture resize
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widthScaleFactor = 1.0f / (float)tvWidth;
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heightScaleFactor = 1.0f / (float)tvHeight;
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depthScaleFactor = widthScaleFactor;
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//! calculate the size needed for the TV scan buffer and allocate the buffer from bucket memory
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GX2CalcTVSize((GX2TVRenderMode)tvRenderMode, GX2_SURFACE_FORMAT_UNORM_R8_G8_B8_A8, GX2_BUFFERING_MODE_DOUBLE, &scanBufferSize, &scaleNeeded);
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tvScanBuffer = MEMBucket_alloc(scanBufferSize, GX2_SCAN_BUFFER_ALIGNMENT);
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GX2Invalidate(GX2_INVALIDATE_MODE_CPU, tvScanBuffer, scanBufferSize);
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GX2SetTVBuffer(tvScanBuffer, scanBufferSize, (GX2TVRenderMode)tvRenderMode, GX2_SURFACE_FORMAT_UNORM_R8_G8_B8_A8, GX2_BUFFERING_MODE_DOUBLE);
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//! calculate the size needed for the DRC scan buffer and allocate the buffer from bucket memory
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GX2CalcDRCSize((GX2DrcRenderMode)drcScanMode, GX2_SURFACE_FORMAT_UNORM_R8_G8_B8_A8, GX2_BUFFERING_MODE_DOUBLE, &scanBufferSize, &scaleNeeded);
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drcScanBuffer = MEMBucket_alloc(scanBufferSize, GX2_SCAN_BUFFER_ALIGNMENT);
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GX2Invalidate(GX2_INVALIDATE_MODE_CPU, drcScanBuffer, scanBufferSize);
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GX2SetDRCBuffer(drcScanBuffer, scanBufferSize, (GX2DrcRenderMode)drcScanMode, GX2_SURFACE_FORMAT_UNORM_R8_G8_B8_A8, GX2_BUFFERING_MODE_DOUBLE);
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//! Setup color buffer for TV rendering
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GX2InitColorBuffer(&tvColorBuffer, GX2_SURFACE_DIM_TEXTURE_2D, tvWidth, tvHeight, 1, GX2_SURFACE_FORMAT_UNORM_R8_G8_B8_A8, (GX2AAMode)tvAAMode);
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tvColorBuffer.surface.image = MEM1_alloc(tvColorBuffer.surface.imageSize, tvColorBuffer.surface.alignment);
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GX2Invalidate(GX2_INVALIDATE_MODE_CPU, tvColorBuffer.surface.image, tvColorBuffer.surface.imageSize);
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//! due to AA we can only use 16 bit depth buffer in MEM1 otherwise we would have to switch to mem2 for depth buffer
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//! this should be ok for our purpose i guess
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//! Setup TV depth buffer (can be the same for both if rendered one after another)
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uint32_t size, align;
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GX2InitDepthBuffer(&tvDepthBuffer, GX2_SURFACE_DIM_TEXTURE_2D, tvColorBuffer.surface.width, tvColorBuffer.surface.height, 1, GX2_SURFACE_FORMAT_FLOAT_R32, (GX2AAMode)tvAAMode);
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tvDepthBuffer.surface.image = MEM1_alloc(tvDepthBuffer.surface.imageSize, tvDepthBuffer.surface.alignment);
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GX2Invalidate(GX2_INVALIDATE_MODE_CPU, tvDepthBuffer.surface.image, tvDepthBuffer.surface.imageSize);
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//! Setup TV HiZ buffer
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GX2CalcDepthBufferHiZInfo(&tvDepthBuffer, &size, &align);
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tvDepthBuffer.hiZPtr = MEM1_alloc(size, align);
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GX2Invalidate(GX2_INVALIDATE_MODE_CPU, tvDepthBuffer.hiZPtr, size);
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GX2InitDepthBufferHiZEnable(&tvDepthBuffer, GX2_ENABLE);
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//! Setup color buffer for DRC rendering
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GX2InitColorBuffer(&drcColorBuffer, GX2_SURFACE_DIM_TEXTURE_2D, 854, 480, 1, GX2_SURFACE_FORMAT_UNORM_R8_G8_B8_A8, (GX2AAMode)drcAAMode);
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drcColorBuffer.surface.image = MEM1_alloc(drcColorBuffer.surface.imageSize, drcColorBuffer.surface.alignment);
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GX2Invalidate(GX2_INVALIDATE_MODE_CPU, drcColorBuffer.surface.image, drcColorBuffer.surface.imageSize);
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//! Setup DRC depth buffer (can be the same for both if rendered one after another)
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GX2InitDepthBuffer(&drcDepthBuffer, GX2_SURFACE_DIM_TEXTURE_2D, drcColorBuffer.surface.width, drcColorBuffer.surface.height, 1, GX2_SURFACE_FORMAT_FLOAT_R32, (GX2AAMode)drcAAMode);
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drcDepthBuffer.surface.image = MEM1_alloc(drcDepthBuffer.surface.imageSize, drcDepthBuffer.surface.alignment);
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GX2Invalidate(GX2_INVALIDATE_MODE_CPU, drcDepthBuffer.surface.image, drcDepthBuffer.surface.imageSize);
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//! Setup DRC HiZ buffer
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GX2CalcDepthBufferHiZInfo(&drcDepthBuffer, &size, &align);
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drcDepthBuffer.hiZPtr = MEM1_alloc(size, align);
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GX2Invalidate(GX2_INVALIDATE_MODE_CPU, drcDepthBuffer.hiZPtr, size);
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GX2InitDepthBufferHiZEnable(&drcDepthBuffer, GX2_ENABLE);
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//! allocate auxilary buffer last as there might not be enough MEM1 left for other stuff after that
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if (tvColorBuffer.surface.aa) {
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uint32_t auxSize, auxAlign;
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GX2CalcColorBufferAuxInfo(&tvColorBuffer, &auxSize, &auxAlign);
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tvColorBuffer.aaBuffer = MEM1_alloc(auxSize, auxAlign);
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if(!tvColorBuffer.aaBuffer)
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tvColorBuffer.aaBuffer = MEM2_alloc(auxSize, auxAlign);
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tvColorBuffer.aaSize = auxSize;
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memset(tvColorBuffer.aaBuffer, GX2_AA_BUFFER_CLEAR_VALUE, auxSize);
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GX2Invalidate(GX2_INVALIDATE_MODE_CPU, tvColorBuffer.aaBuffer, auxSize);
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}
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if (drcColorBuffer.surface.aa) {
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uint32_t auxSize, auxAlign;
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GX2CalcColorBufferAuxInfo(&drcColorBuffer, &auxSize, &auxAlign);
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drcColorBuffer.aaBuffer = MEM1_alloc(auxSize, auxAlign);
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if(!drcColorBuffer.aaBuffer)
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drcColorBuffer.aaBuffer = MEM2_alloc(auxSize, auxAlign);
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drcColorBuffer.aaSize = auxSize;
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memset(drcColorBuffer.aaBuffer, GX2_AA_BUFFER_CLEAR_VALUE, auxSize);
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GX2Invalidate(GX2_INVALIDATE_MODE_CPU, drcColorBuffer.aaBuffer, auxSize);
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}
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//! allocate memory and setup context state TV
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tvContextState = (GX2ContextState*)MEM2_alloc(sizeof(GX2ContextState), GX2_CONTEXT_STATE_ALIGNMENT);
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GX2SetupContextStateEx(tvContextState, GX2_TRUE);
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//! allocate memory and setup context state DRC
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drcContextState = (GX2ContextState*)MEM2_alloc(sizeof(GX2ContextState), GX2_CONTEXT_STATE_ALIGNMENT);
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GX2SetupContextStateEx(drcContextState, GX2_TRUE);
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//! set initial context state and render buffers
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GX2SetContextState(tvContextState);
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GX2SetColorBuffer(&tvColorBuffer, GX2_RENDER_TARGET_0);
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GX2SetDepthBuffer(&tvDepthBuffer);
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GX2SetContextState(drcContextState);
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GX2SetColorBuffer(&drcColorBuffer, GX2_RENDER_TARGET_0);
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GX2SetDepthBuffer(&drcDepthBuffer);
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//! set initial viewport
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GX2SetViewport(0.0f, 0.0f, tvColorBuffer.surface.width, tvColorBuffer.surface.height, 0.0f, 1.0f);
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GX2SetScissor(0, 0, tvColorBuffer.surface.width, tvColorBuffer.surface.height);
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//! this is not necessary but can be used for swap counting and vsyncs
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GX2SetSwapInterval(1);
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//GX2SetTVGamma(0.8f);
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//GX2SetDRCGamma(0.8f);
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//! initialize perspective matrix
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const float cam_X_rot = 25.0f;
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projectionMtx = glm::perspective(45.0f, 1.0f, 0.1f, 100.0f);
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viewMtx = glm::mat4(1.0f);
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viewMtx = glm::translate(viewMtx, glm::vec3(0.0f, 0.0f, -2.5f));
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viewMtx = glm::rotate(viewMtx, DegToRad(cam_X_rot), glm::vec3(1.0f, 0.0f, 0.0f));
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GX2InitSampler(&aaSampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR);
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GX2InitTexture(&tvAaTexture, tvColorBuffer.surface.width, tvColorBuffer.surface.height, 1, 0, GX2_SURFACE_FORMAT_UNORM_R8_G8_B8_A8, GX2_SURFACE_DIM_TEXTURE_2D, GX2_TILE_MODE_DEFAULT);
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tvAaTexture.surface.image = tvColorBuffer.surface.image;
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tvAaTexture.surface.imageSize = tvColorBuffer.surface.imageSize;
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tvAaTexture.surface.mipmaps = tvColorBuffer.surface.mipmaps;
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}
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CVideo::~CVideo() {
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//! flush buffers
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GX2Flush();
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GX2DrawDone();
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//! shutdown
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GX2Shutdown();
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//! free command buffer memory
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MEM2_free(gx2CommandBuffer);
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//! free scan buffers
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MEMBucket_free(tvScanBuffer);
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MEMBucket_free(drcScanBuffer);
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//! free color buffers
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MEM1_free(tvColorBuffer.surface.image);
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MEM1_free(drcColorBuffer.surface.image);
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//! free depth buffers
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MEM1_free(tvDepthBuffer.surface.image);
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MEM1_free(tvDepthBuffer.hiZPtr);
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MEM1_free(drcDepthBuffer.surface.image);
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MEM1_free(drcDepthBuffer.hiZPtr);
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//! free context buffers
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MEM2_free(tvContextState);
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MEM2_free(drcContextState);
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//! free aux buffer
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if(tvColorBuffer.aaBuffer) {
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if(((uint32_t)tvColorBuffer.aaBuffer & 0xF0000000) == 0xF0000000)
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MEM1_free(tvColorBuffer.aaBuffer);
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else
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MEM2_free(tvColorBuffer.aaBuffer);
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}
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if(drcColorBuffer.aaBuffer) {
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if(((uint32_t)drcColorBuffer.aaBuffer & 0xF0000000) == 0xF0000000)
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MEM1_free(drcColorBuffer.aaBuffer);
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else
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MEM2_free(drcColorBuffer.aaBuffer);
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}
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//! destroy shaders
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ColorShader::destroyInstance();
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FXAAShader::destroyInstance();
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Shader3D::destroyInstance();
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Texture2DShader::destroyInstance();
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}
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void CVideo::renderFXAA(const GX2Texture * texture, const GX2Sampler *sampler) {
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resolution[0] = texture->surface.width;
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resolution[1] = texture->surface.height;
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GX2Invalidate((GX2InvalidateMode)(GX2_INVALIDATE_MODE_COLOR_BUFFER | GX2_INVALIDATE_MODE_TEXTURE), texture->surface.image, texture->surface.imageSize);
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GX2SetDepthOnlyControl(GX2_ENABLE, GX2_ENABLE, GX2_COMPARE_FUNC_ALWAYS);
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FXAAShader::instance()->setShaders();
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FXAAShader::instance()->setAttributeBuffer();
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FXAAShader::instance()->setResolution(resolution);
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FXAAShader::instance()->setTextureAndSampler(texture, sampler);
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FXAAShader::instance()->draw();
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GX2SetDepthOnlyControl(GX2_ENABLE, GX2_ENABLE, GX2_COMPARE_FUNC_LEQUAL);
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}
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