Files
mitch030504--Wiicompiled_VR…/aurora-main
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
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WUP
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Logo

Aurora is a source-level GameCube & Wii compatibility layer intended for use with game decompilation projects.

Originally developed for use in Metaforce, a Metroid Prime reverse engineering project. It now powers several completed source ports, including Dusklight.

Features

  • Application layer using SDL3
    • Runs on Windows, Linux, macOS, iOS, tvOS, Android
  • GX compatibility layer
    • Graphics API support: D3D12, Vulkan, Metal
    • Highly accurate and performant GX implementation
    • Robust pipeline cache system with "transferable" cache support for releases
    • Dolphin-compatible texture pack support
    • Widescreen & resolution scaling support
    • Custom APIs for offscreen rendering
  • PAD compatibility layer
    • Utilizes SDL_Gamepad for wide controller support, including GameCube controller adapters
    • Automatically saves and loads controller bindings and port mappings
    • Gyro & mouse support
  • DVD compatibility layer
    • Utilizes nod to support all GameCube/Wii disc image types, including RVZ
  • CARD compatibility layer
    • Full compatibility with Dolphin .gci and .raw for game saves
  • Dear ImGui built-in for simple debug UIs

Graphics

The GX compatibility layer is built on top of WebGPU, a cross-platform graphics API abstraction layer. WebGPU allows targeting all major platforms simultaneously with minimal overhead. The WebGPU implementation used is Chromium's Dawn.

Screenshot

Building

See docs/building.md for build instructions, CMake integration, and configuration options.

License

Aurora is licensed under the MIT License.