Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net

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fgsfds committed 2024-02-11 00:59:18 +01:00
commit 5e65e84210
2 files changed
+7 -8

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@@ -54,6 +54,8 @@ Latest [automatic builds](https://github.com/fgsfdsfgs/perfect_dark/actions) of
* [i686-windows (`port-net`)](https://nightly.link/fgsfdsfgs/perfect_dark/workflows/c-cpp/port-net/pd-i686-windows.zip)
* [i686-linux (`port-net`)](https://nightly.link/fgsfdsfgs/perfect_dark/workflows/c-cpp/port-net/pd-i686-linux.zip)
If you are looking for netplay builds (the `port-net` branch), see [this link](https://github.com/fgsfdsfgs/perfect_dark/blob/port-net/README.md#download).
## Running
You must already have a Perfect Dark ROM to run the game, as specified above.
+5 -8
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@@ -397,19 +397,14 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
if (cc_features.opt_blur) {
// blur filter, used for menu backgrounds
// used to be two for loops from 0 to 4, but apparently intel drivers crashed trying to unroll it
// used to have a const weight array, but apparently drivers for the GT620 don't like const array initializers
append_line(fs_buf, &fs_len, R"(
const lowp float blurWeights[16] = float[16](
0.009947, 0.009641, 0.008778, 0.007509,
0.009641, 0.009345, 0.008508, 0.007278,
0.008778, 0.008508, 0.007747, 0.006626,
0.007509, 0.007278, 0.006626, 0.005668
);
lowp vec4 hookTexture2D(in sampler2D t, in vec2 uv, in vec2 tsize) {
lowp vec4 cw = vec4(0.0);
for (int i = 0; i < 16; ++i) {
vec2 xy = vec2(float(i & 3), float(i >> 2));
vec2 ofs = (vec2(-1.5) + xy) / tsize;
cw += vec4(texture2D(t, uv + ofs).rgb * blurWeights[i], blurWeights[i]);
lowp float w = 0.009947 - length(xy) * 0.001;
cw += vec4(texture2D(t, uv + (vec2(-1.5) + xy) / tsize).rgb * w, w);
}
return vec4(cw.rgb / cw.a, 1.0);
})"
@@ -586,6 +581,7 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &max_length);
char error_log[1024];
glGetShaderInfoLog(vertex_shader, max_length, &max_length, &error_log[0]);
sysLogPrintf(LOG_ERROR, "Failed to compile this vertex shader (ID %llx, %x):\n%s", shader_id0, shader_id1, vs_buf);
sysFatalError("Vertex shader compilation failed:\n%s", error_log);
}
@@ -598,6 +594,7 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &max_length);
char error_log[1024];
glGetShaderInfoLog(fragment_shader, max_length, &max_length, &error_log[0]);
sysLogPrintf(LOG_ERROR, "Failed to compile this fragment shader (ID %llx, %x):\n%s", shader_id0, shader_id1, fs_buf);
sysFatalError("Fragment shader compilation failed:\n%s", error_log);
}