Solves https://github.com/slashiee/cemu_graphic_packs/issues/422
Was requested over at the Cemu discord too after we took them away while we sanitized them, and there isn't really an issue with having these. Let's just keep those presets sanitized now.
Also found out that some random workaround had appeared in our resolutions folder 🤔.
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.
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.
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
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.