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Update gles.patch
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OFFTKP committed Jul 17, 2024
1 parent 7e7856f commit b51e2fd
Showing 1 changed file with 46 additions and 35 deletions.
81 changes: 46 additions & 35 deletions .github/gles.patch
Original file line number Diff line number Diff line change
Expand Up @@ -21,21 +21,21 @@ index 990e2f80..2e7842ac 100644

void main() {
diff --git a/src/host_shaders/opengl_fragment_shader.frag b/src/host_shaders/opengl_fragment_shader.frag
index 1b8e9751..96238000 100644
index 23c5c4cb..a9851a8b 100644
--- a/src/host_shaders/opengl_fragment_shader.frag
+++ b/src/host_shaders/opengl_fragment_shader.frag
@@ -1,4 +1,5 @@
-#version 410 core
+#version 300 es
+precision mediump float;

in vec3 v_tangent;
in vec3 v_normal;
@@ -171,11 +172,17 @@ float lutLookup(uint lut, int index) {
in vec4 v_quaternion;
in vec4 v_colour;
@@ -189,11 +190,17 @@ float lutLookup(uint lut, int index) {
return texelFetch(u_tex_lighting_lut, ivec2(index, lut), 0).r;
}

+// some gles versions have bitfieldExtract and complain if you redefine it, some don't and compile error, using this instead
+// some gles versions have bitfieldExtractCompat and complain if you redefine it, some don't and compile error, using this instead
+uint bitfieldExtractCompat(uint val, int off, int size) {
+ uint mask = uint((1 << size) - 1);
+ return uint(val >> off) & mask;
Expand All @@ -50,7 +50,7 @@ index 1b8e9751..96238000 100644
}

// Convert an arbitrary-width floating point literal to an f32
@@ -243,16 +250,16 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
@@ -257,16 +264,16 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
// If RR is enabled but not RG or RB, the output of RR is used for the three components; Red, Green and Blue.
bool current_sampler_enabled = isSamplerEnabled(environment_id, lut_id); // 7 luts per environment

Expand All @@ -59,25 +59,25 @@ index 1b8e9751..96238000 100644
return 1.0;
}

- uint scale_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SCALE, int(lut_id) * 4, 3);
+ uint scale_id = bitfieldExtractCompat(GPUREG_LIGHTING_LUTINPUT_SCALE, int(lut_id) * 4, 3);
- uint scale_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SCALE, int(lut_id) << 2, 3);
+ uint scale_id = bitfieldExtractCompat(GPUREG_LIGHTING_LUTINPUT_SCALE, int(lut_id) << 2, 3);
float scale = float(1u << scale_id);
if (scale_id >= 6u) scale /= 256.0;

float delta = 1.0;
- uint input_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SELECT, int(lut_id) * 4, 3);
+ uint input_id = bitfieldExtractCompat(GPUREG_LIGHTING_LUTINPUT_SELECT, int(lut_id) * 4, 3);
- uint input_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SELECT, int(lut_id) << 2, 3);
+ uint input_id = bitfieldExtractCompat(GPUREG_LIGHTING_LUTINPUT_SELECT, int(lut_id) << 2, 3);
switch (input_id) {
case 0u: {
delta = dot(v_normal, normalize(half_vector));
@@ -271,14 +278,14 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
delta = dot(normal, normalize(half_vector));
@@ -285,14 +292,14 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
break;
}
case 4u: {
- // These are ints so that bitfieldExtract sign extends for us
+ // These are ints so that bitfieldExtractCompat sign extends for us
int GPUREG_LIGHTi_SPOTDIR_LOW = int(readPicaReg(0x0146u + 0x10u * light_id));
int GPUREG_LIGHTi_SPOTDIR_HIGH = int(readPicaReg(0x0147u + 0x10u * light_id));
int GPUREG_LIGHTi_SPOTDIR_LOW = int(readPicaReg(0x0146u + (light_id << 4u)));
int GPUREG_LIGHTi_SPOTDIR_HIGH = int(readPicaReg(0x0147u + (light_id << 4u)));

// These are fixed point 1.1.11 values, so we need to convert them to float
- float x = float(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 13)) / 2047.0;
Expand All @@ -89,19 +89,19 @@ index 1b8e9751..96238000 100644
vec3 spotlight_vector = vec3(x, y, z);
delta = dot(light_vector, spotlight_vector); // spotlight direction is negated so we don't negate light_vector
break;
@@ -296,9 +303,9 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
@@ -310,9 +317,9 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
}

// 0 = enabled
- if (bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_ABS, 1 + 4 * int(lut_id), 1) == 0u) {
+ if (bitfieldExtractCompat(GPUREG_LIGHTING_LUTINPUT_ABS, 1 + 4 * int(lut_id), 1) == 0u) {
- if (bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_ABS, 1 + (int(lut_id) << 2), 1) == 0u) {
+ if (bitfieldExtractCompat(GPUREG_LIGHTING_LUTINPUT_ABS, 1 + (int(lut_id) << 2), 1) == 0u) {
// Two sided diffuse
- if (bitfieldExtract(GPUREG_LIGHTi_CONFIG, 1, 1) == 0u) {
+ if (bitfieldExtractCompat(GPUREG_LIGHTi_CONFIG, 1, 1) == 0u) {
delta = max(delta, 0.0);
} else {
delta = abs(delta);
@@ -319,7 +326,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
@@ -339,7 +346,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
unimpl_color = vec4(1.0, 0.0, 1.0, 1.0);

uint GPUREG_LIGHTING_ENABLE = readPicaReg(0x008Fu);
Expand All @@ -110,7 +110,16 @@ index 1b8e9751..96238000 100644
primary_color = secondary_color = vec4(0.0);
return;
}
@@ -339,15 +346,15 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
@@ -356,7 +363,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
GPUREG_LIGHTING_LUTINPUT_ABS = readPicaReg(0x01D0u);
GPUREG_LIGHTING_LUTINPUT_SELECT = readPicaReg(0x01D1u);

- uint bump_mode = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 28, 2);
+ uint bump_mode = bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG0, 28, 2);

// Bump mode is ignored for now because it breaks some games ie. Toad Treasure Tracker
// Could be because the texture is not sampled correctly, may need the clamp/border color configurations
@@ -370,15 +377,15 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);

Expand All @@ -124,12 +133,12 @@ index 1b8e9751..96238000 100644
vec3 half_vector;

for (uint i = 0u; i < GPUREG_LIGHTING_NUM_LIGHTS; i++) {
- light_id = bitfieldExtract(GPUREG_LIGHTING_LIGHT_PERMUTATION, int(i * 3u), 3);
+ light_id = bitfieldExtractCompat(GPUREG_LIGHTING_LIGHT_PERMUTATION, int(i * 3u), 3);
- light_id = bitfieldExtract(GPUREG_LIGHTING_LIGHT_PERMUTATION, int(i) << 2, 3);
+ light_id = bitfieldExtractCompat(GPUREG_LIGHTING_LIGHT_PERMUTATION, int(i) << 2, 3);

uint GPUREG_LIGHTi_SPECULAR0 = readPicaReg(0x0140u + 0x10u * light_id);
uint GPUREG_LIGHTi_SPECULAR1 = readPicaReg(0x0141u + 0x10u * light_id);
@@ -359,12 +366,12 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
uint GPUREG_LIGHTi_SPECULAR0 = readPicaReg(0x0140u + (light_id << 4u));
uint GPUREG_LIGHTi_SPECULAR1 = readPicaReg(0x0141u + (light_id << 4u));
@@ -390,12 +397,12 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {

float light_distance;
vec3 light_position = vec3(
Expand All @@ -145,8 +154,8 @@ index 1b8e9751..96238000 100644
light_vector = light_position + v_view;
}

@@ -380,14 +387,14 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
float NdotL = dot(v_normal, light_vector); // N dot Li
@@ -411,14 +418,14 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
float NdotL = dot(normal, light_vector); // N dot Li

// Two sided diffuse
- if (bitfieldExtract(GPUREG_LIGHTi_CONFIG, 1, 1) == 0u)
Expand All @@ -163,20 +172,20 @@ index 1b8e9751..96238000 100644
if (use_geo_0 || use_geo_1) {
geometric_factor = dot(half_vector, half_vector);
geometric_factor = geometric_factor == 0.0 ? 0.0 : min(NdotL / geometric_factor, 1.0);
@@ -399,9 +406,9 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
@@ -430,9 +437,9 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
// fragment and the distance attenuation scale and bias to calculate where in the LUT to look up.
// See: https://www.3dbrew.org/wiki/GPU/Internal_Registers#GPUREG_LIGHTi_ATTENUATION_SCALE
float distance_attenuation = 1.0;
- if (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, 24 + int(light_id), 1) == 0u) {
- uint GPUREG_LIGHTi_ATTENUATION_BIAS = bitfieldExtract(readPicaReg(0x014Au), 0, 20);
- uint GPUREG_LIGHTi_ATTENUATION_SCALE = bitfieldExtract(readPicaReg(0x014Bu), 0, 20);
- uint GPUREG_LIGHTi_ATTENUATION_BIAS = bitfieldExtract(readPicaReg(0x014Au + (light_id << 4u)), 0, 20);
- uint GPUREG_LIGHTi_ATTENUATION_SCALE = bitfieldExtract(readPicaReg(0x014Bu + (light_id << 4u)), 0, 20);
+ if (bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG1, 24 + int(light_id), 1) == 0u) {
+ uint GPUREG_LIGHTi_ATTENUATION_BIAS = bitfieldExtractCompat(readPicaReg(0x014Au), 0, 20);
+ uint GPUREG_LIGHTi_ATTENUATION_SCALE = bitfieldExtractCompat(readPicaReg(0x014Bu), 0, 20);
+ uint GPUREG_LIGHTi_ATTENUATION_BIAS = bitfieldExtractCompat(readPicaReg(0x014Au + (light_id << 4u)), 0, 20);
+ uint GPUREG_LIGHTi_ATTENUATION_SCALE = bitfieldExtractCompat(readPicaReg(0x014Bu + (light_id << 4u)), 0, 20);

float distance_attenuation_bias = decodeFP(GPUREG_LIGHTi_ATTENUATION_BIAS, 7u, 12u);
float distance_attenuation_scale = decodeFP(GPUREG_LIGHTi_ATTENUATION_SCALE, 7u, 12u);
@@ -446,8 +453,8 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
@@ -477,8 +484,8 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
specular_sum.rgb += light_factor * clamp_factor * (specular0 + specular1);
}

Expand All @@ -188,7 +197,7 @@ index 1b8e9751..96238000 100644
float fresnel_factor;

diff --git a/src/host_shaders/opengl_vertex_shader.vert b/src/host_shaders/opengl_vertex_shader.vert
index a25d7a6d..7cf40398 100644
index 057f9a88..dc735ced 100644
--- a/src/host_shaders/opengl_vertex_shader.vert
+++ b/src/host_shaders/opengl_vertex_shader.vert
@@ -1,4 +1,6 @@
Expand All @@ -199,7 +208,7 @@ index a25d7a6d..7cf40398 100644

layout(location = 0) in vec4 a_coords;
layout(location = 1) in vec4 a_quaternion;
@@ -20,7 +22,7 @@ out vec2 v_texcoord2;
@@ -18,7 +20,7 @@ out vec2 v_texcoord2;
flat out vec4 v_textureEnvColor[6];
flat out vec4 v_textureEnvBufferColor;

Expand All @@ -208,14 +217,16 @@ index a25d7a6d..7cf40398 100644

// TEV uniforms
uniform uint u_textureEnvColor[6];
@@ -93,6 +95,6 @@ void main() {
@@ -81,8 +83,8 @@ void main() {
);

// There's also another, always-on clipping plane based on vertex z
- gl_ClipDistance[0] = -a_coords.z;
- gl_ClipDistance[1] = dot(clipData, a_coords);
+ // gl_ClipDistance[0] = -a_coords.z;
+ // gl_ClipDistance[1] = dot(clipData, a_coords);

v_quaternion = a_quaternion;
}
diff --git a/third_party/opengl/opengl.hpp b/third_party/opengl/opengl.hpp
index 9997e63b..5d9d7804 100644
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