Commit Graph
6 Commits
Author SHA1 Message Date
Claude a0f97d307d Read packed three-byte vertex attributes without touching the next word
load_u24 and raw_fetch_u8_3 read a whole 32-bit word pair even when the
three bytes sit in the first word, so an attribute at the end of its
binding read past it. Release builds disable Dawn's robustness, so that
read isn't clamped.

From upstream patchzyy/Wiicompiled 6f14bde (#244, KartPad 0f6b274).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wg7mB8ogCWmp9GH19Uc82B
2026-10-05 13:17:47 +00:00
Claude 6b0251e6d6 Keep the position descriptor that GXClearVtxDesc leaves set
Nintendo's GXClearVtxDesc, and Aurora's, keep GX_VA_POS at GX_DIRECT. The
HLE mirror cleared it to GX_NONE, so the next draw could publish no
position attribute and abort shader generation while a scene loads.
Keep the mirror in step, and give the shader a zero position if a
stream still arrives without one.

Ported from heurazy/Wiicompiled_VR-PLUS (c2b2500).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Sabhzu6VgoWcHtpSk4C9KZ
2026-10-05 12:27:23 +00:00
iChris4andClaude Opus 5 c8eaa52727 Merge upstream/main into openxr-work (reverse-Z fix adapted for VR)
Brings in patchzyy/Wiicompiled main: os_sleep parked-thread fix (#195),
HTTPS Retro WFC payload (#198), macOS build guide (#177), and the
reverse-Z depth fix (#134).

Conflicts were in aurora-main/lib/gfx/common.cpp and lib/gx/shader.cpp,
both from #134, which lands squarely on the VR stereo replay path.

#134 makes UseReversedZ genuinely reversed: the near/far correction now
applies exactly once, inside effective_projection(), instead of being
applied there AND per-vertex in the shader (the double application had
been cancelling out, so "reversed" Z silently behaved like forward Z).
Three pieces of the VR path were built against that old behaviour and
would have broken silently, so they are adapted here:

- shader.cpp exact-screen-depth parked the virtual screen at -0.5*w
  specifically so the shader's following negation would land it at
  +0.5*w. With that negation gone it now writes +0.5*w directly; keeping
  the minus sign would park the screen at NDC -0.5, outside the clip
  volume, discarding every 2D/HUD draw.

- stereo_replay.hpp backend_ndc_depth_row re-applied the correction to
  the projection it was handed. That projection is effective_projection()
  output, which now already carries it, so the function is a pass-through
  of the Z row and no longer depends on the reversed-Z setting; the dead
  bool parameter is dropped. Re-applying it would invert the virtual
  screen's depth ordering, so 2D layers meant to sit on top would lose
  the depth test to the ones behind them.

- shader_info.cpp stages the host depth window for that exact-depth path.
  It now uses the same reversed-Z remap as upstream's new SetViewport
  code, since frag_depth is written directly and has to reproduce the
  window the fixed viewport transform would have applied. Restricted
  depth windows (how the game forces an element in front of everything)
  are exactly the 2D draws the virtual screen carries.

The SetViewport resolution keeps upstream's remap but retains the
ordering/clamp guard our version had: for any ordered guest range the
result is identical to upstream, and it avoids handing WebGPU
minDepth > maxDepth for the swapped pair MKW is known to emit. The VR eye
replay reuses these recorded values, so the guard covers that path too.

Test updates:
- stereo_replay_test now asserts the composed Z row against the staged
  projection's own Z row rather than against the helper's output, so it
  actually catches a re-introduced double correction (verified: it fails
  when the old negation is put back; the previous self-consistent form
  passed).
- gx_fifo_test's clearDepthValue expectation followed #134's deliberate
  clear_depth_value() inversion, expressed through UseReversedZ rather
  than hardcoded. Upstream changed the behaviour without updating this
  test, so it fails on upstream/main as-is.

Verified: aurora suite 247 passed with the same 2 failures that already
fail on the pre-merge branch (IndexedPaletteHistoryKeepsAbsoluteVertexSlots,
PacksOneUniformWhenBothHalvesNeedInitialValue - both pre-existing, unrelated
to depth); shader.cpp and common.cpp compile clean; translator suite 577
passed. Not yet validated on-device in VR.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 04:19:51 +02:00
theofficialgman 452b478bb3 Resolve z fighting (#134)
* Fix already downloaded toolchain re-use

the following mv command would move $work into $toolchain_dir if the $toolchain_dir folder already existed.

* resolve z-fighting
2026-09-09 14:47:14 +02:00
iChris4 7898a76a22 Added 2D Virtual Screen for HUD and Ortho Elements 2026-09-04 18:31:03 +02:00
patchzyy ec226e8348 init 2026-08-23 17:10:50 +02:00