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Copy pathimgui.cpp
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252 lines (216 loc) · 9.03 KB
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#include "pkgi.hpp"
extern "C"
{
#include "style.h"
}
#include "imgui.hpp"
#include <vita2d.h>
extern SceGxmProgram _binary_assets_imgui_v_cg_gxp_start;
extern SceGxmProgram _binary_assets_imgui_f_cg_gxp_start;
namespace
{
void matrix_init_orthographic(
float* m,
float left,
float right,
float bottom,
float top,
float near,
float far)
{
m[0x0] = 2.0f / (right - left);
m[0x4] = 0.0f;
m[0x8] = 0.0f;
m[0xC] = -(right + left) / (right - left);
m[0x1] = 0.0f;
m[0x5] = 2.0f / (top - bottom);
m[0x9] = 0.0f;
m[0xD] = -(top + bottom) / (top - bottom);
m[0x2] = 0.0f;
m[0x6] = 0.0f;
m[0xA] = -2.0f / (far - near);
m[0xE] = (far + near) / (far - near);
m[0x3] = 0.0f;
m[0x7] = 0.0f;
m[0xB] = 0.0f;
m[0xF] = 1.0f;
}
SceGxmShaderPatcherId imguiVertexProgramId;
SceGxmShaderPatcherId imguiFragmentProgramId;
SceGxmVertexProgram* _vita2d_imguiVertexProgram;
SceGxmFragmentProgram* _vita2d_imguiFragmentProgram;
const SceGxmProgramParameter* _vita2d_imguiWvpParam;
float ortho_proj_matrix[16];
constexpr auto ImguiVertexSize = 20;
}
void init_imgui()
{
uint32_t err;
// check the shaders
err = sceGxmProgramCheck(&_binary_assets_imgui_v_cg_gxp_start);
if (err != 0)
throw formatEx<std::runtime_error>(
"imgui_v sceGxmProgramCheck(): {:#08x}",
static_cast<uint32_t>(err));
err = sceGxmProgramCheck(&_binary_assets_imgui_f_cg_gxp_start);
if (err != 0)
throw formatEx<std::runtime_error>(
"imgui_f sceGxmProgramCheck(): {:#08x}",
static_cast<uint32_t>(err));
// register programs with the patcher
err = sceGxmShaderPatcherRegisterProgram(
vita2d_get_shader_patcher(),
&_binary_assets_imgui_v_cg_gxp_start,
&imguiVertexProgramId);
LOG("imgui_v sceGxmShaderPatcherRegisterProgram(): 0x%08X\n", err);
err = sceGxmShaderPatcherRegisterProgram(
vita2d_get_shader_patcher(),
&_binary_assets_imgui_f_cg_gxp_start,
&imguiFragmentProgramId);
LOG("imgui_f sceGxmShaderPatcherRegisterProgram(): 0x%08X\n", err);
// get attributes by name to create vertex format bindings
const SceGxmProgramParameter* paramTexturePositionAttribute =
sceGxmProgramFindParameterByName(
&_binary_assets_imgui_v_cg_gxp_start, "aPosition");
LOG("aPosition sceGxmProgramFindParameterByName(): %p\n",
paramTexturePositionAttribute);
const SceGxmProgramParameter* paramTextureTexcoordAttribute =
sceGxmProgramFindParameterByName(
&_binary_assets_imgui_v_cg_gxp_start, "aTexcoord");
LOG("aTexcoord sceGxmProgramFindParameterByName(): %p\n",
paramTextureTexcoordAttribute);
const SceGxmProgramParameter* paramTextureColorAttribute =
sceGxmProgramFindParameterByName(
&_binary_assets_imgui_v_cg_gxp_start, "aColor");
LOG("aColor sceGxmProgramFindParameterByName(): %p\n",
paramTextureColorAttribute);
// create texture vertex format
SceGxmVertexAttribute textureVertexAttributes[3];
SceGxmVertexStream textureVertexStreams[1];
/* x,y,z: 3 float 32 bits */
textureVertexAttributes[0].streamIndex = 0;
textureVertexAttributes[0].offset = 0;
textureVertexAttributes[0].format = SCE_GXM_ATTRIBUTE_FORMAT_F32;
textureVertexAttributes[0].componentCount = 2; // (x, y)
textureVertexAttributes[0].regIndex =
sceGxmProgramParameterGetResourceIndex(
paramTexturePositionAttribute);
/* u,v: 2 floats 32 bits */
textureVertexAttributes[1].streamIndex = 0;
textureVertexAttributes[1].offset = 8; // (x, y) * 4 = 12 bytes
textureVertexAttributes[1].format = SCE_GXM_ATTRIBUTE_FORMAT_F32;
textureVertexAttributes[1].componentCount = 2; // (u, v)
textureVertexAttributes[1].regIndex =
sceGxmProgramParameterGetResourceIndex(
paramTextureTexcoordAttribute);
/* r,g,b,a: 4 int 8 bits */
textureVertexAttributes[2].streamIndex = 0;
textureVertexAttributes[2].offset =
16; // (x, y) * 4 + (u, v) * 4 = 20 bytes
textureVertexAttributes[2].format = SCE_GXM_ATTRIBUTE_FORMAT_U8N;
textureVertexAttributes[2].componentCount = 4; // (r, g, b, a)
textureVertexAttributes[2].regIndex =
sceGxmProgramParameterGetResourceIndex(paramTextureColorAttribute);
// 16 bit (short) indices
textureVertexStreams[0].stride = ImguiVertexSize;
textureVertexStreams[0].indexSource = SCE_GXM_INDEX_SOURCE_INDEX_16BIT;
// create texture shaders
err = sceGxmShaderPatcherCreateVertexProgram(
vita2d_get_shader_patcher(),
imguiVertexProgramId,
textureVertexAttributes,
3,
textureVertexStreams,
1,
&_vita2d_imguiVertexProgram);
LOG("imgui sceGxmShaderPatcherCreateVertexProgram(): 0x%08X\n", err);
// Fill SceGxmBlendInfo
static SceGxmBlendInfo blend_info{};
blend_info.colorFunc = SCE_GXM_BLEND_FUNC_ADD;
blend_info.alphaFunc = SCE_GXM_BLEND_FUNC_ADD;
blend_info.colorSrc = SCE_GXM_BLEND_FACTOR_SRC_ALPHA;
blend_info.colorDst = SCE_GXM_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
blend_info.alphaSrc = SCE_GXM_BLEND_FACTOR_SRC_ALPHA;
blend_info.alphaDst = SCE_GXM_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
blend_info.colorMask = SCE_GXM_COLOR_MASK_ALL;
err = sceGxmShaderPatcherCreateFragmentProgram(
vita2d_get_shader_patcher(),
imguiFragmentProgramId,
SCE_GXM_OUTPUT_REGISTER_FORMAT_UCHAR4,
SCE_GXM_MULTISAMPLE_NONE,
&blend_info,
&_binary_assets_imgui_v_cg_gxp_start,
&_vita2d_imguiFragmentProgram);
LOG("imgui sceGxmShaderPatcherCreateFragmentProgram(): 0x%08X\n", err);
// find vertex uniforms by name and cache parameter information
_vita2d_imguiWvpParam = sceGxmProgramFindParameterByName(
&_binary_assets_imgui_v_cg_gxp_start, "wvp");
LOG("imgui wvp sceGxmProgramFindParameterByName(): %p\n",
_vita2d_imguiWvpParam);
matrix_init_orthographic(
ortho_proj_matrix, 0.0f, VITA_WIDTH, VITA_HEIGHT, 0.0f, 0.0f, 1.0f);
}
void pkgi_imgui_render(ImDrawData* draw_data)
{
auto _vita2d_context = vita2d_get_context();
sceGxmSetVertexProgram(_vita2d_context, _vita2d_imguiVertexProgram);
sceGxmSetFragmentProgram(_vita2d_context, _vita2d_imguiFragmentProgram);
void* vertex_wvp_buffer;
sceGxmReserveVertexDefaultUniformBuffer(
vita2d_get_context(), &vertex_wvp_buffer);
sceGxmSetUniformDataF(
vertex_wvp_buffer, _vita2d_imguiWvpParam, 0, 16, ortho_proj_matrix);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const auto cmd_list = draw_data->CmdLists[n];
const auto vtx_buffer = cmd_list->VtxBuffer.Data;
const auto vtx_size = cmd_list->VtxBuffer.Size;
const auto idx_buffer = cmd_list->IdxBuffer.Data;
const auto idx_size = cmd_list->IdxBuffer.Size;
const auto vertices = vita2d_pool_memalign(
vtx_size * ImguiVertexSize, ImguiVertexSize);
if (vertices == nullptr)
throw std::runtime_error("video memory too low");
memcpy(vertices, vtx_buffer, vtx_size * ImguiVertexSize);
static_assert(sizeof(ImDrawIdx) == 2);
auto indices = (uint16_t*)vita2d_pool_memalign(
idx_size * sizeof(ImDrawIdx), sizeof(void*));
if (vertices == nullptr)
throw std::runtime_error("video memory too low");
memcpy(indices, idx_buffer, idx_size * sizeof(ImDrawIdx));
auto err = sceGxmSetVertexStream(_vita2d_context, 0, vertices);
if (err != 0)
throw formatEx<std::runtime_error>(
"sceGxmSetVertexStream failed: {:#08x}",
static_cast<uint32_t>(err));
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const auto pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
const auto texture = (vita2d_texture*)pcmd->TextureId;
err = sceGxmSetFragmentTexture(
_vita2d_context, 0, &texture->gxm_tex);
if (err != 0)
throw formatEx<std::runtime_error>(
"sceGxmSetFragmentTexture failed: {:#08x}",
static_cast<uint32_t>(err));
err = sceGxmDraw(
_vita2d_context,
SCE_GXM_PRIMITIVE_TRIANGLES,
SCE_GXM_INDEX_FORMAT_U16,
indices,
pcmd->ElemCount);
if (err != 0)
throw formatEx<std::runtime_error>(
"sceGxmDraw failed: {:#08x}",
static_cast<uint32_t>(err));
}
indices += pcmd->ElemCount;
}
}
}