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Merge pull request #16374 from lvonasek/compat_openxr_tonyhawk
OpenXR - Compatibility with Tony Hawk games
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@@ -485,13 +485,11 @@ bool StartVRRender() {
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}
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// create updated quaternion
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if (mx + my + mz < 3 - EPSILON) {
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XrVector3f rotation = XrQuaternionf_ToEulerAngles(invView.orientation);
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XrQuaternionf pitch = XrQuaternionf_CreateFromVectorAngle({1, 0, 0}, mx * ToRadians(rotation.x));
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XrQuaternionf yaw = XrQuaternionf_CreateFromVectorAngle({0, 1, 0}, my * ToRadians(rotation.y));
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XrQuaternionf roll = XrQuaternionf_CreateFromVectorAngle({0, 0, 1}, mz * ToRadians(rotation.z));
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invView.orientation = XrQuaternionf_Multiply(roll, XrQuaternionf_Multiply(pitch, yaw));
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}
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XrVector3f rotation = XrQuaternionf_ToEulerAngles(invView.orientation);
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XrQuaternionf pitch = XrQuaternionf_CreateFromVectorAngle({1, 0, 0}, mx * ToRadians(rotation.x));
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XrQuaternionf yaw = XrQuaternionf_CreateFromVectorAngle({0, 1, 0}, my * ToRadians(rotation.y));
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XrQuaternionf roll = XrQuaternionf_CreateFromVectorAngle({0, 0, 1}, mz * ToRadians(rotation.z));
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invView.orientation = XrQuaternionf_Multiply(roll, XrQuaternionf_Multiply(pitch, yaw));
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float M[16];
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XrQuaternionf_ToMatrix4f(&invView.orientation, M);
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@@ -661,22 +659,49 @@ void UpdateVRParams(float* projMatrix, float* viewMatrix) {
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vrMirroring[VR_MIRRORING_AXIS_X] = projMatrix[0] < 0;
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vrMirroring[VR_MIRRORING_AXIS_Y] = projMatrix[5] < 0;
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vrMirroring[VR_MIRRORING_AXIS_Z] = projMatrix[10] > 0;
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if ((projMatrix[0] < 0) && (projMatrix[10] < 0)) { //e.g. Dante's inferno
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vrMirroring[VR_MIRRORING_PITCH] = true;
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vrMirroring[VR_MIRRORING_YAW] = true;
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vrMirroring[VR_MIRRORING_ROLL] = false;
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} else if (projMatrix[10] < 0) { //e.g. GTA - Liberty city
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vrMirroring[VR_MIRRORING_PITCH] = false;
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vrMirroring[VR_MIRRORING_YAW] = false;
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vrMirroring[VR_MIRRORING_ROLL] = false;
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} else if (projMatrix[5] < 0) { //e.g. PES 2014
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vrMirroring[VR_MIRRORING_PITCH] = true;
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vrMirroring[VR_MIRRORING_YAW] = true;
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vrMirroring[VR_MIRRORING_ROLL] = false;
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} else { //e.g. Lego Pirates
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vrMirroring[VR_MIRRORING_PITCH] = false;
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vrMirroring[VR_MIRRORING_YAW] = true;
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vrMirroring[VR_MIRRORING_ROLL] = true;
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float up = 0;
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for (int i = 4; i < 7; i++) {
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up += viewMatrix[i];
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}
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int variant = projMatrix[0] < 0;
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variant += (projMatrix[5] < 0) << 1;
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variant += (projMatrix[10] < 0) << 2;
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variant += (up < 0) << 3;
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switch (variant) {
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case 0: //e.g. ATV
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case 1: //untested
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vrMirroring[VR_MIRRORING_PITCH] = false;
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vrMirroring[VR_MIRRORING_YAW] = true;
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vrMirroring[VR_MIRRORING_ROLL] = true;
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break;
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case 2: //e.g.PES 2014
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case 3: //untested
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case 5: //e.g Dante's Inferno
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case 7: //untested
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case 8: //untested
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case 9: //untested
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case 10: //untested
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case 11: //untested
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case 13: //untested
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case 15: //untested
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vrMirroring[VR_MIRRORING_PITCH] = true;
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vrMirroring[VR_MIRRORING_YAW] = true;
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vrMirroring[VR_MIRRORING_ROLL] = false;
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break;
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case 4: //e.g. Assassins Creed
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case 6: //e.g. Ghost in the shell
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case 12: //e.g. GTA Vice City
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case 14: //untested
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vrMirroring[VR_MIRRORING_PITCH] = true;
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vrMirroring[VR_MIRRORING_YAW] = false;
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vrMirroring[VR_MIRRORING_ROLL] = true;
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break;
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default:
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assert(false);
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std::exit(1);
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}
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}
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}
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@@ -1304,7 +1304,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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WRITE(p, " }\n");
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}
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if (vertexRangeCulling) {
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if (vertexRangeCulling && !gstate_c.Use(GPU_USE_VIRTUAL_REALITY)) {
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WRITE(p, " vec3 projPos = outPos.xyz / outPos.w;\n");
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WRITE(p, " float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;\n");
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+1
-1
@@ -3338,7 +3338,7 @@ u32 GPUCommon::CheckGPUFeatures() const {
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bool canClipOrCull = draw_->GetDeviceCaps().clipDistanceSupported || draw_->GetDeviceCaps().cullDistanceSupported;
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bool canDiscardVertex = draw_->GetBugs().Has(Draw::Bugs::BROKEN_NAN_IN_CONDITIONAL);
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if (!gstate_c.Use(GPU_USE_VIRTUAL_REALITY) && (canClipOrCull || canDiscardVertex)) {
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if (canClipOrCull || canDiscardVertex) {
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// We'll dynamically use the parts that are supported, to reduce artifacts as much as possible.
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features |= GPU_USE_VS_RANGE_CULLING;
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}
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