Commit Graph

172 Commits

Author SHA1 Message Date
Michele
3dec5854f0
Move TPHD image to imgur 2020-01-17 20:58:59 -08:00
Michele
48827ad1d5 Redirect TPHD jpg to Discord, ignore jpg images
Save file size on uploads
2020-01-17 20:55:49 -08:00
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
getdls
6025de5334 [MK8] scale some blurs, fix old issues, format conversion
Scales menu box blur
Usual format conversion 0x01a -> 0x01f  816->820
Fix minor issues /3, const etc
2020-01-17 00:38:17 +01:00
getdls
feee4f3f8c [MK8] Scale replay DOF
Pretty sure this was fixed pre 1.4 :/
2020-01-16 00:58:38 +01:00
getdls
f4566dfac8 [MK8] Add highlights, 8k 2020-01-13 01:52:22 +01:00
getdls
1f340499e0 [Kirby] AA removal, 8k res 2020-01-12 23:49:33 +01:00
getdls
55cfe064d0 [Kirby] workaround flashing squares
Fix flashing squares / alpha when repeatedly bashing into walls.
2020-01-12 22:38:52 +01:00
getdls
3094bc0198 [Kirby] Level screen and minor fixes 2020-01-12 22:30:05 +01:00
getdls
feb37c730b [Bayo2] Fix load screen
.. and particles
2020-01-12 21:36:58 +01:00
Michele
104e32cfde add some BotW crediting
Should go through shader edits on version 2 to credit those...
2020-01-10 17:12:03 -08:00
Michele
4398ebcebe Add credits and normalize resolution presets
I searched through quite a bit of commits to properly credit some packs. Some of the credits are based off memory. Please let me know if I incorrectly credited or forgot to credit somebody.
2020-01-10 17:06:51 -08:00
Xalphenos
876a1d1222
Add preliminary ultrawide patches for YWW. 2020-01-09 05:15:12 -06:00
Michele
736e6cf876 Reduce max size for Shadow packs
8x was overkill, and 4x is a tad unstable especially with 1.16.1 with texture allocation issues. Current pack settings will be reset back to 100% size due to preset naming changes.
2020-01-08 15:06:10 -08:00
Crementif
66383aa0f5
[XCX] Fix squashed character in menus with resolution pack
Basically, the code previously would always replace the ratio calculation code for the 3d rendering and just load the upscaled width divided by the upscaled height. But the code gets passed other aspect ratios too, for example in the gear menu (and very likely other menus too).
So, even when users didn't use an ultrawide aspect ratio it would set the aspect ratio of anything that was 3d rendered to be 16:9, basically.

Comparison:
http://www.framecompare.com/image-compare/screenshotcomparison/D6WDWNNX
https://cdn.discordapp.com/attachments/292733452590120961/663586520531337223/unknown.png

I made some assumptions about the other game versions regarding the floating point register that I use to load the scale float into, which is free to use in the EU 1.0.1 version at least.
I assume that the code for all of this is would be very similar though, since the previous ratio patch only had some addresses change across versions so it's probably fine.

This actually properly fixes https://github.com/slashiee/cemu_graphic_packs/issues/334 which was closed without any proper solution. Someone reported the issue in the Cemu Discord which made me fix it, since I thought the issue was addressed already.
2020-01-06 05:58:20 +01:00
Crementif
5bbdf0ffc6
[MK8] Fix player selection not being upscaled
Fixes https://github.com/slashiee/cemu_graphic_packs/issues/415
2020-01-05 19:37:58 +01:00
Crementif
3d492aa656
[BotW] Fixes for updated Vulkan graphic packs
Should fix the native anti-aliasing preset most importantly, but since I ported all of the packs now the script "watermark" is at least a proper sentence, heh.

Also, I fixed the porting scripts. Basically, there were a bug in the verification script that wouldn't check if the uf_* variables matched and the conversion script also had a fun bug where it wasn't automatically fixing an incorrect order of the uf_* variables. So that basically made both of them slip through. Both are now fixed however.

Don't know if it's needed to check the previously ported graphic packs to see if the error affected those, but it might not hurt.
2020-01-05 04:16:42 +01:00
Michele
d9c8905e1d Update Captain Toad packs to Vulkan
No unverified shaders.
2020-01-03 19:21:20 -08:00
Crementif
bf7821ac77
[SM3DW] Add proper scaling of ambient occlusion 2020-01-04 02:31:19 +01:00
Michele
68534a6588 Update Super Mario 3D World packs to Vulkan
3 unverified shaders, although one of them already had the Vulkan stuff in them. Can't find where the other two are.

280351fcf8e5949f_0000000000000000_vs
6d9067fd20086bc0_0000000000000000_vs
2020-01-03 16:20:01 -08:00
Michele
3518768ff6 Update Splatoon packs for Vulkan
No unverified shaders.
2020-01-01 12:19:19 -08:00
Michele
9bc2df3fff Fix non-integer resolutions for certain packs 2020-01-01 12:03:05 -08:00
Michele
4bfe35cd13 [Splatoon] Fix lower resolutions 2020-01-01 11:50:33 -08:00
Michele
ef7ef17f4d Rename Need for Speed folder 2020-01-01 11:43:39 -08:00
Crementif
65d4511fa9
Update Mario Kart 8 packs for Vulkan
No unverified shaders. Should all just work ™️
2020-01-01 20:40:08 +01:00
Crementif
24b9b1eb29
Update XCX packs for Vulkan (#413)
Xenoblade Chronicles X packs are now ported too! Which has, after BotW, the most shaders I think made by all of the efforts from getdls. All shaders were successfully verified and tested in-game (from what I could tell).
2020-01-01 20:10:18 +01:00
Michele
a90afc12d2 update SLW resolution pack to v4 2020-01-01 10:47:11 -08:00
getdls
f339ad50c1 [TLoZ-TP] Fix (attack) pillarbox
Clean up aborted attempt at making  a radial blur fx when attacking.
2019-12-31 12:29:57 +01:00
Crementif
549758507f Update BotW packs for Vulkan (#411)
But now done properly! Basically, a bunch of improvements were made to the script. The previous attempt at this conversion was quickly followed by a rollback since I realized that the script was overlooking certain things that made most of the packs hit or miss whether they would work. A few things missing were:
- It only tested the values from 1 preset. Now, each shader gets compiled per each preset, like what Cemu would do. It also merges the changes done for each preset into one. This should solve cases where one shader would define things separately or repeatedly from preset to preset. 
- All* of the shaders are tested to see if they use the converter used the right values for the locations for Vulkan.

Both of these *should* mean that they should both compile and be linkable in Vulkan, which means that I don't have to test each individual shader to see if they work. I will release the two scripts (one used for converting, one used for checking the right values for the locations) tomorrow so that other people might be able to help, if they want. It's fairly straightforward now at least.

* Organize workaround graphic packs

Pretty hard to organize these correctly, but according to our discord discussion, this was the best layout from a bunch I proposed, together with some suggestions.

* Add V4 converter script and instructions on how to use it

Now everyone BotW is done and all of the bugs have been kinked out using it (hopefully...), here's the release of the converter script in all of it's very badly coded glory. I hope I didn't leave too much debug glory in there...

Also, I hope that I didn't make too many grammatical mistakes in the instructions, but hopefully it's easy enough to follow.
2019-12-27 20:55:52 -08:00
getdls
1652e25985 [NFS] - Add other title IDs
and cleanup
2019-12-21 21:48:16 +01:00
getdls
064914bc1d [NFSMWU] - Resolution
Need for speed - no shaders
2019-12-21 21:45:00 +01:00
Crementif
6f836a57f3
Fix some preset errors
Detected some faulty presets with my script, since logging these kind of issues make sense. Doing these separately since otherwise the big commit will make these changes invisible.
2019-12-16 00:04:46 +01:00
Michael
80a68ce4f1 Add some v4 resolution packs for Wii U applications
Internet Browser, Friend List, Wii U Menu (no shader edits)
2019-12-02 13:29:16 -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
Crementif
077f4f8f27
Fix shader errors and shader cleanup
Since I wanted to make sure that I didn't broke the shaders after converting the shaders to Vulkan, we need to check if all the shaders weren't broken. Since we're talking about like 400 shaders checking all of them is pretty much impossible and even then, 

So, the obvious solution was to automate the checking. Not as simple as you'd think, because in 300 of our shaders we use preset variables which without replacing the value like Cemu does, will make the shader error regardless. So I also implemented some functionality that would read the preset values and types out of the rules.txt file and replace them in the shaders using that information. And then we use Khronos' glslang to compile the shaders, using both OpenGL and Vulkan.

The result was that glslang found quite a few errors in some of the shaders, which I fixed in this commit. I'm considering adding this rules.txt parsing and automated shader compilation testing to the build process.

Also, I fixed Clarity's name and description since Monochromia isn't available anymore and Xenoblade's resolution pack had a lot of weird blank lines before their #version declaration, which my converter didn't like.
2019-11-29 00:51:00 +01:00
Michael
48e248971e Update all non-shader graphic packs to version 4
They don't need shader fixes for Vulkan so it should be safe updating the number
2019-11-16 23:56:07 -08:00
Crementif
0e49433a74
[Color Splash] Fix videos 2019-11-12 00:37:54 +01:00
Michael
446f066d48 [BotW] Fix 1080p shader scaling issues
tested on my end with no issues
2019-10-07 20:10:02 -07:00
getdls
3a5ff78ba4 [TPHD] Cleanup redundant res + fix round error 2019-09-22 21:21:31 +02:00
getdls
eaa2284bd0 [TPHD] Bloom n fade resolutions added 2019-09-22 13:12:34 +02:00
getdls
0f6e2ac35d [SM3DW] Scale n fix reflections, add missing circus res
Transition no longer turns sky black
2019-09-08 16:52:02 +02:00
getdls
d29efdab9b [SM3DW] Add res for bowser carnival levels 2019-09-05 00:25:51 +02:00
getdls
e4c4efc8dc [TPHD] 10k 21:9, remove some 0007 conversion
64x64 broke plant drool
2019-08-31 02:43:59 +02:00
NAVras-Z
01f7fa002f [BotW] Update night star shader
With Cemu 1.15.12 's gl_PointCoord support, night stars now have proper (varying) alpha value. Should be no need for workaround anymore, just scale its size accordingly.
2019-08-20 05:18:33 +08:00
getdls
3580a30420 [TPHD] Aspect fixes, burn in protecc, maps
Add : Burn in protection option for OLED, plasma, sets .w to 0.75 for
static UI elements
Add: More maps scaled
Fix : Missing aspect shaders,  lamp oil, amibo, dungeon map objects
2019-08-15 00:06:14 +02:00
getdls
f9d602e10f [TPHD] UI aspect matching 21:9, 16:10, 16:9
Scales UI and video to match current 3d aspect.
2019-08-14 00:25:23 +02:00
getdls
755153c3f1 [TPHD] Scale world map, 16:10 res
Add:  Scaling of world map
Add : 16:10 resolutions
Add : x2 SSAA vert res for 21:9, 48x9
Fix :  Better alpha for x2 Subres, rounds to native x2 if possible
2019-08-13 23:56:16 +02:00
getdls
ef3690860c [TMS] UI aspect matching 21:9, 16:10, 16:9
Scales UI and video to match current 3d aspect.
2019-08-11 20:10:34 +02:00
NAVras-Z
6ec0cfd368 [BotW] Resize dyeing menu background
The game re-applies a cropped 1280x400 background in order to create the fading on the inventory borders. Not resizing it causes the background especially Link and items he is holding to become blurry and aliased mid-screen with two cutoff lines. This rule was present in pre-1.14 rules.
2019-08-07 00:43:04 +08:00