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[WIP] [4.2 | Wii U] Initial Wii U Port #15

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12 changes: 12 additions & 0 deletions platform/wiiu/.gitrepo
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; DO NOT EDIT (unless you know what you are doing)
;
; This subdirectory is a git "subrepo", and this file is maintained by the
; git-subrepo command. See https://github.com/ingydotnet/git-subrepo#readme
;
[subrepo]
remote = https://github.com/c08oprkiua/godot-wii-u
branch = main
commit = 1b5c230ac9fda518cb0152dd487a0b2273e595c9
parent = c7fb0645af400a1859154bcee9394e63bdabd198
method = merge
cmdver = 0.4.6
39 changes: 39 additions & 0 deletions platform/wiiu/README.md
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# godot-wii-u
WIP port of Godot 4 to Wii U

Uses Wii U Toolchain.

This repo will only contain the relevant folders to add to an existing copy of the Godot source code.


# Progress
## Vital core things
- [ ] Threading (coreinit)
- [ ] Thread (coreinit/thread)
- [ ] Mutex (coreinit/mutex)
- [ ] Semaphore (coreinit/semaphore)
- [ ] Crash handling
- [ ] OS integration
- [ ] Home Menu (ProcUI)
- [ ] Keyboard overlay (swkbd)
- [x] Software information
- [x] Hardware information
- [ ] Time (Time)

## Secondary vital core things
- [ ] Filesystem access
- [ ] Graphics (gx2, gx2r)
- [ ] Audio (sndcore2)
- [ ] Input
- [ ] Gamepad (VPAD)
- [ ] Wii remotes (KPAD)

## Nice QoL things
- [ ] Networking
- [ ] HTTPClient

# Compiling

I'm adding this here just so people don't ask about it. The SCons script to build the platform isn't done, nor will I worry about it until I have enough done to make it work trying to compile to see if it works.

If you have any questions, join [The Homebrodot Discord](https://discord.gg/mYzXDke5yv),[my Discord](https://discord.com/invite/Mu6YUEmerN) or make an issue here on GitHub.
82 changes: 82 additions & 0 deletions platform/wiiu/detect.py
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import os
import platform
import sys

from typing import TYPE_CHECKING

if TYPE_CHECKING:
from SCons import Environment

#Godot for Wii U
#Based heavily on the Android port, because that's a prime example of linking external libraries,
#compiling for an arch that is not the host's arch, etc. Also based on SeleDream's port of Godot 4 to 3DS.

def is_active():
return False #Needs to be true for the platform to be usable, false for convenience

def get_name():
return "Wii U"

def can_build():
if not(os.getenv("DEVKITPRO") and os.getenv("DEVKITPPC")):
print("Either DevKitPro or DevKitPPC were not found, Wii U disabled.")
return False
return True


def get_opts():
from SCons.Variables import BoolVariable, EnumVariable

return [
EnumVariable("linker", "Linker program", "default", ("default", "bfd", "gold", "lld", "mold")),
BoolVariable("use_static_cpp", "Link libgcc and libstdc++ statically for better portability", True),
BoolVariable("use_coverage", "Test Godot coverage", False),
BoolVariable("use_ubsan", "Use LLVM/GCC compiler undefined behavior sanitizer (UBSAN)", False),
BoolVariable("use_asan", "Use LLVM/GCC compiler address sanitizer (ASAN)", False),
BoolVariable("use_lsan", "Use LLVM/GCC compiler leak sanitizer (LSAN)", False),
BoolVariable("use_tsan", "Use LLVM/GCC compiler thread sanitizer (TSAN)", False),
BoolVariable("use_msan", "Use LLVM compiler memory sanitizer (MSAN)", False),
BoolVariable("use_sowrap", "Dynamically load system libraries", True),
BoolVariable("alsa", "Use ALSA", True),
BoolVariable("touch", "Enable touch events", True), #probably the only option here that should stay lol
BoolVariable("execinfo", "Use libexecinfo on systems where glibc is not available", False),
]

def get_doc_classes():
return [
"EditorExportPlatformWiiU",
]

def get_doc_path():
return "doc_classes"

def get_flags():
return [
("arch", "ppc32"),
]

def configure(env: "Environment"):
# Validate arch. These are supported COMPILE arches, not supported EXPORT arches.
supported_arches = ["x86_32", "x86_64", "arm32", "arm64"] #Does devkitppc even work on ARM...???
if env["arch"] not in supported_arches:
print(
'Unsupported CPU architecture "%s" for Wii U. Supported architectures are: %s.'
% (env["arch"], ", ".join(supported_arches))
)
sys.exit()

## Build type

env["bits"] = "32"

## Compiler configuration
devkitpath = env["DEVKITPRO"]
wutpath = devkitpath + "/wut"
wuhbpath = devkitpath + "tools/bin/wuhbtool" #I figure this will be needed to export to wuhb?
#Link flags

env.Prepend(CPPPATH=["#platform/wiiu"])
env.Append(LIBS=["wut"])



51 changes: 51 additions & 0 deletions platform/wiiu/export/export.cpp
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/*************************************************************************/
/* export.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/

#include "export.h"

#include "editor/export/editor_export.h"

void register_wiiu_exporter_types(){
GDREGISTER_VIRTUAL_CLASS(EditorExportPlatformWiiU)
}

void register_wiiu_exporter() {

{
Ref<EditorExportPlatformWiiU> exporter = Ref<EditorExportPlatformWiiU>( memnew(EditorExportPlatformWiiU) );
exporter->set_binary_extension("rpx");
exporter->set_release_binary32("wiiu_release");
exporter->set_debug_binary32("wiiu_debug");
platform->set_name("Wii U");
platform->set_os_name("Wii U");

EditorExport::get_singleton()->add_export_platform(exporter);
}

}
36 changes: 36 additions & 0 deletions platform/wiiu/export/export.h
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/*************************************************************************/
/* export.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/

#ifndef WIIU_EXPORT_H
#define WIIU_EXPORT_H

void register_wiiu_exporter_types();
void register_wiiu_exporter();

#endif
63 changes: 63 additions & 0 deletions platform/wiiu/godot_wiiu.cpp
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//WUT stuff
#include <whb/proc.h>
#include <whb/gfx.h>
#include <padscore/kpad.h>
#include <vpad/input.h>

//platform files
#include "os_wiiu.h"
#include "processor/wiiu_thread.h"
#include "graphics/CafeGLSLCompiler.h"

#ifndef PLATFORM_THREAD_OVERRIDE
#include "core/os/thread.h"
#else
#include "platform/wiiu/platform_thread.h"
#endif

int main(int argc, char *argv) {
OS_WiiU os;

//Setting the special platform thread functions
Thread::PlatformFunctions customfuncs;
customfuncs.init = wiiu_thread_init;
customfuncs.set_name = wiiu_thread_set_name;
customfuncs.set_priority = wiiu_thread_set_priority;
customfuncs.wrapper = wiiu_thread_call_wrap;
customfuncs.term = wiiu_thread_term;
Thread::_set_platform_functions(customfuncs)

//Start the Wii U stuff
WHBProcInit();
WhbGfxInit();
InitGLSLCompiler();
VPADInit(); //idc if it's depreciated
KPADInit();




//Basically copy pasted from godot_linuxbsd.cpp's main function
char *cwd = (char *)malloc(PATH_MAX);
ERR_FAIL_NULL_V(cwd, ERR_OUT_OF_MEMORY);
char *ret = getcwd(cwd, PATH_MAX);
//Set up Godot
Error err = Main::setup(argv[0], argc - 1, &argv[1]);
if (err != OK) {
free(cwd);
if (err == ERR_HELP) { // Returned by --help and --version, so success.
return 0;
}
return 255;
}
//Run the Godot-integrated main loop
if (Main::start()) {
os.set_exit_code(EXIT_SUCCESS);
os.run(); // This is the REAL main loop
}
Main::cleanup();



return os.get_exit_code();
}
87 changes: 87 additions & 0 deletions platform/wiiu/graphics/CafeGLSLCompiler.h
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#pragma once
#include <stdint.h>

#if defined(__WUT__) || defined(__WIIU__)
#include <gx2/shaders.h>
#include <coreinit/dynload.h>
#include <coreinit/debug.h>

#define GLSL_COMPILER_CAFE_RPL // use compiler as rpl
#endif

#ifdef GLSL_COMPILER_CAFE_RPL
inline OSDynLoad_Module s_glslCompilerModule = nullptr;
#endif

enum GLSL_COMPILER_FLAG
{
// reserved for future use
GLSL_COMPILER_FLAG_NONE = 0,
GLSL_COMPILER_FLAG_GENERATE_DISASSEMBLY = 1 << 0, // write disassembly to stderr
};

inline GX2VertexShader* (*GLSL_CompileVertexShader)(const char* shaderSource, char* infoLogOut, int infoLogMaxLength, GLSL_COMPILER_FLAG flags);
inline GX2PixelShader* (*GLSL_CompilePixelShader)(const char* shaderSource, char* infoLogOut, int infoLogMaxLength, GLSL_COMPILER_FLAG flags);
inline void (*GLSL_FreeVertexShader)(GX2VertexShader* shader);
inline void (*GLSL_FreePixelShader)(GX2PixelShader* shader);
inline void (*__GLSL_DestroyGLSLCompiler)();

#ifndef GLSL_COMPILER_CAFE_RPL
extern "C"
{
void InitGLSLCompiler();
void DestroyGLSLCompiler();
GX2VertexShader* CompileVertexShader(const char* shaderSource, char* infoLogOut, int infoLogMaxLength, GLSL_COMPILER_FLAG flags);
GX2PixelShader* CompilePixelShader(const char* shaderSource, char* infoLogOut, int infoLogMaxLength, GLSL_COMPILER_FLAG flags);
void FreeVertexShader(GX2VertexShader* shader);
void FreePixelShader(GX2PixelShader* shader);
};
#endif

static inline bool GLSL_Init()
{
void (*_InitGLSLCompiler)() = nullptr;
#if defined(__WUT__) || defined(__WIIU__)
if (s_glslCompilerModule != nullptr)
return false;
OSDynLoad_Error r = OSDynLoad_Acquire("glslcompiler", &s_glslCompilerModule);
if(r != OS_DYNLOAD_OK) // try alternate path
r = OSDynLoad_Acquire("~/wiiu/libs/glslcompiler.rpl", &s_glslCompilerModule);
if (r != OS_DYNLOAD_OK)
{
OSReport("glslcompiler.rpl not found\n");
return false;
}
// find exports
OSDynLoad_FindExport(s_glslCompilerModule, OS_DYNLOAD_EXPORT_FUNC, "InitGLSLCompiler", (void**)&_InitGLSLCompiler);
OSDynLoad_FindExport(s_glslCompilerModule, OS_DYNLOAD_EXPORT_FUNC, "CompileVertexShader", (void**)&GLSL_CompileVertexShader);
OSDynLoad_FindExport(s_glslCompilerModule, OS_DYNLOAD_EXPORT_FUNC, "CompilePixelShader", (void**)&GLSL_CompilePixelShader);
OSDynLoad_FindExport(s_glslCompilerModule, OS_DYNLOAD_EXPORT_FUNC, "FreeVertexShader", (void**)&GLSL_FreeVertexShader);
OSDynLoad_FindExport(s_glslCompilerModule, OS_DYNLOAD_EXPORT_FUNC, "FreePixelShader", (void**)&GLSL_FreePixelShader);
OSDynLoad_FindExport(s_glslCompilerModule, OS_DYNLOAD_EXPORT_FUNC, "DestroyGLSLCompiler", (void**)&__GLSL_DestroyGLSLCompiler);
#else
_InitGLSLCompiler = InitGLSLCompiler;
GLSL_CompileVertexShader = CompileVertexShader;
GLSL_CompilePixelShader = CompilePixelShader;
GLSL_FreeVertexShader = FreeVertexShader;
GLSL_FreePixelShader = FreePixelShader;
__GLSL_DestroyGLSLCompiler = DestroyGLSLCompiler;
#endif
_InitGLSLCompiler();
return true;
}

static inline bool GLSL_Shutdown()
{
#ifdef GLSL_COMPILER_CAFE_RPL
if (s_glslCompilerModule == nullptr)
return false;
__GLSL_DestroyGLSLCompiler();
OSDynLoad_Release(s_glslCompilerModule);
s_glslCompilerModule = nullptr;
#else
__GLSL_DestroyGLSLCompiler();
#endif
return true;
}

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