Bump LUS for 2cyc color combiner fix (#4221)

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Archez 2024-07-15 22:24:38 -04:00 committed by GitHub
parent 839fcffe17
commit 73be4e5559
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4 changed files with 5 additions and 18 deletions

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@ -88,7 +88,7 @@ set_property(GLOBAL PROPERTY USE_FOLDERS ON)
# Set GBI version
################################################################################
add_compile_definitions(F3DEX_GBI_2)
set(GBI_UCODE F3DEX_GBI_2)
################################################################################
# Sub-projects

@ -1 +1 @@
Subproject commit 9907ebfd66ff5bf903ecb7327cca69014993772b
Subproject commit 31e9b009f94e7074a847c7954926cba354cd7c72

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@ -9,7 +9,6 @@ extern "C" {
#include "objects/object_gi_soldout/object_gi_soldout.h"
#include "objects/object_ik/object_ik.h"
#include "objects/object_link_child/object_link_child.h"
#include "objects/object_ru2/object_ru2.h"
uint32_t ResourceMgr_GameHasMasterQuest();
uint32_t ResourceMgr_GameHasOriginal();
@ -189,25 +188,10 @@ void PatchIronKnuckleTextureOverflow() {
}
}
void PatchPrincessRutoEaring() {
// FAST3D: This is a hack for the issue of both TEXEL0 and TEXEL1 using the same texture with different settings.
// Ruto's earring uses both TEXEL0 and TEXEL1 to render. The issue is that it never loads anything into TEXEL1, so
// it reuses whatever happens to be there, which is the water temple brick texture. It just so happens that the
// earring texture loads into the same place in TMEM as the brick texture, so when it comes to rendering, TEXEL1
// uses the earring texture with different clamp settings, and it displays without noticeable error. However, both
// texel samplers are not intended to be used for the same texture with different settings, so this misuse confuses
// our texture cache, and we load the wrong settings for the earrings texture. This patch is a hack that replaces
// TEXEL1 with TEXEL0, which is most likely the original intention, and all is well.
ResourceMgr_PatchGfxByName(gAdultRutoHeadDL, "RutoEaringTileFix", 162,
gsDPSetCombineLERP(TEXEL0, 0, PRIMITIVE, 0, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, COMBINED,
TEXEL0, 0, PRIM_LOD_FRAC, COMBINED));
}
void ApplyAuthenticGfxPatches() {
PatchDekuStickTextureOverflow();
PatchFreezardTextureOverflow();
PatchIronKnuckleTextureOverflow();
PatchPrincessRutoEaring();
}
// Patches the Sold Out GI DL to render the texture in the mirror boundary

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@ -206,6 +206,9 @@ namespace SohGui {
}
void Destroy() {
auto gui = Ship::Context::GetInstance()->GetWindow()->GetGui();
gui->RemoveAllGuiWindows();
mModalWindow = nullptr;
mAdvancedResolutionSettingsWindow = nullptr;
mRandomizerSettingsWindow = nullptr;