From b51e2fd25f4a983c93a8781fb4847f8b26409d2b Mon Sep 17 00:00:00 2001 From: offtkp Date: Thu, 18 Jul 2024 02:53:54 +0300 Subject: [PATCH] Update gles.patch --- .github/gles.patch | 81 ++++++++++++++++++++++++++-------------------- 1 file changed, 46 insertions(+), 35 deletions(-) diff --git a/.github/gles.patch b/.github/gles.patch index f52705187..99258011d 100644 --- a/.github/gles.patch +++ b/.github/gles.patch @@ -21,7 +21,7 @@ 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 @@ @@ -29,13 +29,13 @@ index 1b8e9751..96238000 100644 +#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; @@ -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 @@ -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; @@ -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); @@ -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); @@ -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( @@ -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) @@ -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); } @@ -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 @@ @@ -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; @@ -208,7 +217,7 @@ 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 @@ -216,6 +225,8 @@ index a25d7a6d..7cf40398 100644 - 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