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https://github.com/libretro/RetroArch
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24cb240079
- move some files around.
122 lines
2.5 KiB
C
122 lines
2.5 KiB
C
#pragma once
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#include <wiiu/gx2.h>
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#include "gfx/drivers/gx2_shaders/frame.h"
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#include "gfx/drivers/gx2_shaders/tex.h"
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#include "gfx/drivers/gx2_shaders/sprite.h"
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#include "gfx/drivers/gx2_shaders/menu_shaders.h"
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#include "gfx/video_shader_parse.h"
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#undef _X
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#undef _B
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#define _X 0x00
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#define _Y 0x01
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#define _Z 0x02
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#define _W 0x03
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#define _R 0x00
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#define _G 0x01
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#define _B 0x02
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#define _A 0x03
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#define _0 0x04
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#define _1 0x05
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#define GX2_COMP_SEL(c0, c1, c2, c3) (((c0) << 24) | ((c1) << 16) | ((c2) << 8) | (c3))
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#define COLOR_ABGR(r, g, b, a) (((u32)(a) << 24) | ((u32)(b) << 16) | ((u32)(g) << 8) | ((u32)(r) << 0))
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#define COLOR_ARGB(r, g, b, a) (((u32)(a) << 24) | ((u32)(r) << 16) | ((u32)(g) << 8) | ((u32)(b) << 0))
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#define COLOR_RGBA(r, g, b, a) (((u32)(r) << 24) | ((u32)(g) << 16) | ((u32)(b) << 8) | ((u32)(a) << 0))
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typedef struct
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{
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int width;
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int height;
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GX2TVRenderMode mode;
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} wiiu_render_mode_t;
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struct gx2_overlay_data
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{
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GX2Texture tex;
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sprite_vertex_t v;
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float alpha_mod;
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};
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typedef struct
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{
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struct
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{
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GX2Texture texture;
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int width;
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int height;
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bool enable;
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sprite_vertex_t* v;
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} menu;
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#ifdef HAVE_OVERLAY
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struct gx2_overlay_data *overlay;
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unsigned overlays;
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bool overlay_enable;
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bool overlay_full_screen;
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#endif
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GX2Sampler sampler_nearest[RARCH_WRAP_MAX];
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GX2Sampler sampler_linear[RARCH_WRAP_MAX];
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GX2Texture texture;
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frame_vertex_t* v;
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GX2_vec2* ubo_vp;
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GX2_vec2* ubo_tex;
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GX2_mat4x4* ubo_mvp;
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void* input_ring_buffer;
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u32 input_ring_buffer_size;
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void* output_ring_buffer;
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u32 output_ring_buffer_size;
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int width;
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int height;
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float* menu_shader_vbo;
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menu_shader_uniform_t* menu_shader_ubo;
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struct
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{
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sprite_vertex_t* v;
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int size;
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int current;
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} vertex_cache;
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struct
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{
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tex_shader_vertex_t* v;
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int size;
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int current;
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} vertex_cache_tex;
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void* drc_scan_buffer;
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void* tv_scan_buffer;
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GX2ColorBuffer color_buffer;
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GX2ContextState* ctx_state;
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void* cmd_buffer;
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struct video_shader* shader_preset;
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struct
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{
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GFDFile* gfd;
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float* vs_ubos[2];
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float* ps_ubos[2];
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GX2Texture texture;
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GX2ColorBuffer color_buffer;
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bool mem1;
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}pass[GFX_MAX_SHADERS];
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GX2Texture luts[GFX_MAX_TEXTURES];
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wiiu_render_mode_t render_mode;
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video_viewport_t vp;
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int frames;
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OSTime last_vsync;
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bool vsync;
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bool rgb32;
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bool smooth;
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unsigned rotation;
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bool keep_aspect;
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bool should_resize;
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bool render_msg_enabled;
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} wiiu_video_t;
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