Commit Graph

7 Commits

Author SHA1 Message Date
Crementif
3f87a42f4f
[Bayonetta 2] Fix aspect ratio patch to not break Vulkan
Fixes https://github.com/slashiee/cemu_graphic_packs/issues/437

The aspect ratio mod apparently relied more on a shotgun approach, which caused major issues with Vulkan.
Using @getdls addresses, I found out that 2 of the addresses that were being patched to jump to the code cave were unrelated to the aspect ratio, so I had those removed.

Those random jumps probably didn't cause issues because they would jump to code that would just utilize floating point registers that were in-use and then put the result in the wrong register too. While the picked registers would work with the 3D rendering aspect ratio instruction, it wouldn't fail for the other registers since they weren't specific to those.

Anyway, the proper fix was to just make a second code cave for the aspect ratio, which outputted the culling ratio in the proper register. And also make sure it didn't use in-use registers.

I also reverted some of the shader code changes since they are inconsistent with how we've done them for all the other packs. And made them more compatible with the ultrawide resolutions.
2020-05-24 18:11:09 +02:00
getdls
49719345a7 Bayonetta 2- Ultrawide, DOF, scale gl_point
Cutscene DOF is LOD based, should not have been scaled.
2020-04-23 21:45:28 +02:00
Crementif
f3d35c75dc Convert a lot of graphic packs to V4 (#417)
Didn't update the docs (will do that tomorrow), but I manually checked (didn't verify things, but I basically checked if it contained "uf_windowSpaceToClipSpaceTransform" and if the shader was made after a certain Cemu change was made due to how they're left out) to see if any graphic pack in here was *probably* safe.

I also didn't convert 5 graphic packs since they contained signs that needed to be manually checked or at least examined more:
- \Enhancements\TwilightPrincessHD_Bicubic
- \Resolutions\DevilsThird_Resolution
- \Resolutions\TwilightPrincessHD_Resolution (this one just needs to be fully verified since it's popular enough and has like 27 shaders)
- \Resolutions\LegoStarWars_Resolution
- \Resolutions\TokyoMirage_Resolution (this one could also be manually verified)

I hope I didn't make too many mistakes with this one.
2020-01-17 20:31:42 -08:00
Michele
9bc2df3fff Fix non-integer resolutions for certain packs 2020-01-01 12:03:05 -08:00
Crementif
c1b904314d
Revert "Update every graphic pack to V4"
This reverts commit 306da0b802.
2019-11-29 05:20:11 +01:00
Crementif
306da0b802
Update every graphic pack to V4
Since it's not possible to update 300+ shaders manually and automation was possible, I thought that I'd take the honor and create a script that's able to automatically convert all of the shaders to be cross-compatible with Vulkan. And change the graphic pack versions to version 4 of course.

Also, the script has some nifty testing code which compiled every shader as OpenGL and Vulkan, but for that see the details that I've written below.

**Here's the script that I've made to do all of this. No manual edits were needed:**
https://gist.github.com/Crementif/8d98a855b95f219d95298fb3db99deae
2019-11-29 04:36:05 +01:00
Michael
a89f270565 rename graphics to resolutions 2018-11-30 17:53:53 -08:00