Commit Graph

176 Commits

Author SHA1 Message Date
getdls
ac5d1a770f [TP] Contrasty Vulkan + local fixes
This should play nice with the script update. Nasty merge conflict :(
Local had folder changes  and settings I never got around to commit.
2020-01-18 19:17:16 +01:00
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
d4ee51b86a [MK8] FXAA
Brute force / single shader approach.
2020-01-17 00:42:07 +01:00
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
8d5b8f039d [MK8] Fix mario looking wet for high neg LODs
MK work surprisingly well at high neg LODs, helps to push the horrible
road texture transition further out.
2020-01-16 20:42:35 +01:00
getdls
6a4ba075ff [MK8] additional LOD formats
Another pack we had pre 1.4?
2020-01-16 01:16:56 +01:00
getdls
0e266fec6f [MK8] Add LOD, radial Blur
Original blur really need more samples above 1080p  ...in every racing
game.
2020-01-16 01:07:00 +01:00
getdls
1f340499e0 [Kirby] AA removal, 8k res 2020-01-12 23:49:33 +01:00
Michele
49665f96a1 add shader patches to no boxing ring pack 2020-01-10 17:41:14 -08:00
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
Michele
a32b1cb42a re-add shadow pack that was accidently removed 2020-01-09 13:37:50 -08:00
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
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
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
Crementif
b5260c80f3
Hotfix for Mario Kart 8 Contrasty pack
Seems like something in the script isn't fixing the order of the glsl variables automatically, though the error ("This shader (with the current [preset name]) doesn't follow the uf_* variable order from Cemu itself, so it might've been messed with.") still got displayed.

Before I fix this problem with the script tomorrow (should be fine to continue to convert packs, just don't ignore the error thinking that it would be automatically fixed for now), I though that I would send this hotfix.
2020-01-02 06:17:27 +01:00
Michele
3518768ff6 Update Splatoon packs for Vulkan
No unverified shaders.
2020-01-01 12:19:19 -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
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
Michael
bda2e98410 [Splatoon] Add no vignette pack 2019-12-21 13:04:04 -08:00
Michael
9347b138db [Splatoon] Upscale Squid Sisters Shadows 2019-12-20 22:29:41 -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
0ab933a267
Port SMM's Border Fix and XCX's Anti-Aliasing pack to v4
Both had some weird stuff going on which the Vulkan converter couldn't successfully compile. Also, the presets in the anti-aliasing might be nice, but they are not even used in the shader 🤔.
2019-11-29 01:14:13 +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
Crementif
f48cb6aa76
[BotW] Add Survival of the Wild clarity presets
Made by Silentverge, GameBanana link can be found here https://gamebanana.com/gamefiles/9921
2019-11-24 21:52:25 +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
Exzap
63a51ab720 Update some graphic packs to version 4
Clarity got updated, plus a bunch of graphic packs that don't use shaders.
2019-11-16 04:54:26 +01:00
Crementif
0e9ef0bf4a
[BotW] Add more (descriptive) presets for LOD bias pack
Resolves https://github.com/slashiee/cemu_graphic_packs/pull/400 since this is a self-made addition since I noticed several other things that I'd like to have been tweaked, plus it wasn't symmetrical and had weird names for the added presets.
2019-11-12 18:58:56 +01:00
Crementif
6da9a34a59
[TPHD] Fix error
Thanks for reporting this issue, Vulkan lead dev.
2019-10-23 21:14:48 +02:00
getdls
e1f57dd123 [TPHD] Fx fix menu bg
Remove 08 conversion
2019-09-03 23:07:26 +02:00
Crementif
68463c344d
[Hyrule Warriors] Add new preset to Contrasty
Preset was made by MelonSpeedruns
2019-09-02 21:54:48 +02:00
getdls
dd54d2e51f [TPHD] Further format conversion fixes
Reverts everything except main viewports. Seems most below 480
eventually gets used and breaks objects later in game. 1280x720 1 -> 5
stable so far.. But keeping an eye on that one.
2019-09-02 21:19:58 +02:00
Crementif
ab91e0c188
[Hyrule Warriors] Fix minor stuff 2019-08-31 19:22:26 +02:00
Crementif
634dc14d1d
[Hyrule Warriors] Fix spelling errors in variables 2019-08-31 19:19:23 +02:00
getdls
e4c4efc8dc [TPHD] 10k 21:9, remove some 0007 conversion
64x64 broke plant drool
2019-08-31 02:43:59 +02:00
getdls
107f58da1a [TPHD] 0x007 to 0x00f conversion 2019-08-31 01:52:33 +02:00
getdls
d630597c19 [TPHD] Remove expermintal stuff..
Mixed private and public... Should fix all of the cloud banding.
2019-08-27 20:39:31 +02:00
getdls
cba5441cd8 [TPHD] Fancy FX 8k option
Eyeballed nr of passes to aproximate same blur feel as native res. Old
approach, from res,  really started to break down around 5k.
2019-08-27 20:24:57 +02:00
NAVras-Z
f9066de98d [Filters] Use textureSize() instead
As of Cemu 1.15.12b, the textureSrcResolution (textureSrc_Resolution not texture_SrcResolution) uniform used by internal/external resize shaders still gives the native resolution of the game even when a resolution gfx pack is active.
We can just ask for texture resolution ourselves in the shaders as a workaround.
2019-08-20 08:07:57 +08:00
getdls
3b5bbc519d [TPHD] move filter to enhancements for local changes
As this is a per-game override, not global it makes more sense to stick
it in enhancements.
2019-08-17 02:35:04 +02:00
getdls
fd8096f862 [TPHD] actually commit the files 2019-08-17 02:25:53 +02:00
getdls
661ba94aca [TPHD] Add bicubic (sharpen) filter
Add  : bicubic (sharpen) filter.  @NAVras-Z Thnx
Fix : LOD description makes sense for regular users.
2019-08-17 02:23:26 +02:00
getdls
c58d2f707c [TPHD] Negative texture LOD
-1 looks good at 4k+
2019-08-16 21:21:03 +02:00
getdls
63851b6e4b [TPHD] Add additional (blur) pass option for 4k+ res 2019-08-14 00:29:06 +02:00
getdls
91f6779539 [TMS] Pan n scan video for 21:9, 16:10
Cuts top n bottom  so video will fill whole screen for 21:9, while
keeping aspect
2019-08-11 19:52:41 +02:00
Crementif
50a397c02f [BotW] Group GPU workarounds to tidy stuff up
(Partially) solves https://github.com/slashiee/cemu_graphic_packs/issues/375 (tidying them makes a lot of sense). We can't change the order of the graphic packs (without a lot of work on our end), if you want to see this happen you should file a feature request on Cemu's bug tracker: http://bugs.cemu.info
2019-06-13 17:58:41 +02:00
M&M
68cf5205d7
Make NES undarken more accurate
I can't check easily
2019-06-11 00:54:19 -07:00
Zalnor
8be9ab3a66 Added NES/N64 Undarken Packs, and added more SNES Title IDs to Resolution Pack (#379)
* Update rules.txt

* Add files via upload

* Update d2a97b2fb99411a5_0000000000000079_ps.txt

* Update d2a97b2fb99411a5_0000000000000079_ps.txt

* Add files via upload

* Update and rename 2802e519ac163806_0000000000000079_ps.txt to 1494f789ce9ac901_000000000000000f_ps.txt

* Delete d2a97b2fb99411a5_0000000000000079_ps.txt

* Delete rules.txt

* Delete rules.txt

* Add files via upload
2019-06-10 14:43:55 -07:00