diff --git a/.github/gles.patch b/.github/gles.patch index 99258011..049fc65b 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 23c5c4cb..a9851a8b 100644 +index d622b97e..8aa434f2 100644 --- a/src/host_shaders/opengl_fragment_shader.frag +++ b/src/host_shaders/opengl_fragment_shader.frag @@ -1,4 +1,5 @@ @@ -31,7 +31,7 @@ index 23c5c4cb..a9851a8b 100644 in vec4 v_quaternion; in vec4 v_colour; -@@ -189,11 +190,17 @@ float lutLookup(uint lut, int index) { +@@ -164,11 +165,17 @@ float lutLookup(uint lut, int index) { return texelFetch(u_tex_lighting_lut, ivec2(index, lut), 0).r; } @@ -50,8 +50,8 @@ index 23c5c4cb..a9851a8b 100644 } // Convert an arbitrary-width floating point literal to an f32 -@@ -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. +@@ -208,16 +215,16 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light + bool current_sampler_enabled = isSamplerEnabled(environment_id, lut_id); // 7 luts per environment - if (!current_sampler_enabled || (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, bit_in_config1, 1) != 0u)) { @@ -70,26 +70,23 @@ index 23c5c4cb..a9851a8b 100644 switch (input_id) { case 0u: { 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 + (light_id << 4u))); - int GPUREG_LIGHTi_SPOTDIR_HIGH = int(readPicaReg(0x0147u + (light_id << 4u))); +@@ -239,11 +246,11 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light + uint GPUREG_LIGHTi_SPOTDIR_LOW = readPicaReg(0x0146u + (light_id << 4u)); + uint GPUREG_LIGHTi_SPOTDIR_HIGH = 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; -- float y = float(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13)) / 2047.0; -- float z = float(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13)) / 2047.0; -+ float x = float(bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 13)) / 2047.0; -+ float y = float(bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13)) / 2047.0; -+ float z = float(bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13)) / 2047.0; - 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; -@@ -310,9 +317,9 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light +- // Sign extend them. Normally bitfieldExtract would do that but it's missing on some versions ++ // Sign extend them. Normally bitfieldExtractCompat would do that but it's missing on some versions + // of GLSL so we do it manually +- int se_x = bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 13); +- int se_y = bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13); +- int se_z = bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13); ++ int se_x = bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 13); ++ int se_y = bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13); ++ int se_z = bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13); + + if (se_x & 0x1000) se_x |= 0xffffe000; + if (se_y & 0x1000) se_y |= 0xffffe000; +@@ -270,9 +277,9 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light } // 0 = enabled @@ -101,7 +98,7 @@ index 23c5c4cb..a9851a8b 100644 delta = max(delta, 0.0); } else { delta = abs(delta); -@@ -339,7 +346,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) { +@@ -299,7 +306,7 @@ 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 +107,7 @@ index 23c5c4cb..a9851a8b 100644 primary_color = secondary_color = vec4(0.0); return; } -@@ -356,7 +363,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) { +@@ -316,7 +323,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) { GPUREG_LIGHTING_LUTINPUT_ABS = readPicaReg(0x01D0u); GPUREG_LIGHTING_LUTINPUT_SELECT = readPicaReg(0x01D1u); @@ -118,8 +115,8 @@ index 23c5c4cb..a9851a8b 100644 + 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) { + switch (bump_mode) { +@@ -329,15 +336,15 @@ 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); @@ -138,7 +135,7 @@ index 23c5c4cb..a9851a8b 100644 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) { +@@ -349,12 +356,12 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) { float light_distance; vec3 light_position = vec3( @@ -154,7 +151,7 @@ index 23c5c4cb..a9851a8b 100644 light_vector = light_position + v_view; } -@@ -411,14 +418,14 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) { +@@ -370,23 +377,23 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) { float NdotL = dot(normal, light_vector); // N dot Li // Two sided diffuse @@ -172,9 +169,8 @@ index 23c5c4cb..a9851a8b 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); -@@ -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 + (light_id << 4u)), 0, 20); @@ -185,7 +181,7 @@ index 23c5c4cb..a9851a8b 100644 float distance_attenuation_bias = decodeFP(GPUREG_LIGHTi_ATTENUATION_BIAS, 7u, 12u); float distance_attenuation_scale = decodeFP(GPUREG_LIGHTi_ATTENUATION_SCALE, 7u, 12u); -@@ -477,8 +484,8 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) { +@@ -431,8 +438,8 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) { specular_sum.rgb += light_factor * clamp_factor * (specular0 + specular1); } @@ -229,10 +225,10 @@ index 057f9a88..dc735ced 100644 v_quaternion = a_quaternion; } diff --git a/third_party/opengl/opengl.hpp b/third_party/opengl/opengl.hpp -index 9997e63b..5d9d7804 100644 +index 828fb784..a1861b77 100644 --- a/third_party/opengl/opengl.hpp +++ b/third_party/opengl/opengl.hpp -@@ -561,22 +561,22 @@ namespace OpenGL { +@@ -568,22 +568,22 @@ namespace OpenGL { static void disableScissor() { glDisable(GL_SCISSOR_TEST); } static void enableBlend() { glEnable(GL_BLEND); } static void disableBlend() { glDisable(GL_BLEND); }