When I first got Dolphin, it would work fine for about 10 minutes, and then crash. I did some research, and found out that changing from Direct3D11 to OpenGL significantly decreases the chance of crashes. However, when I started up Super Mario Sunshine with OpenGL I would always get these 2 error messages;
Debug info (Intel, Intel® HD Graphics 620, 4.4.0 - Build 21.20.16.4574):
ERROR: 1:1: 'std140' : syntax error syntax error
#version 120
#extension GL_ARB_uniform_buffer_object : enable
#define ATTRIN attribute
#define ATTROUT attribute
#define VARYIN varying
#define VARYOUT varying
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define frac fract
#define lerp mix
#define texture texture2D
#define round(x) floor((x)+0.5f)
#define out
#define ocol0 gl_FragColor
#define ocol1 gl_FragColor
#define COLOROUT(name)
#extension GL_ARB_texture_rectangle : enable
layout(std140) uniform VSBlock {
float4 cpnmtx[6] ;
float4 cproj[4] ;
float4 cmtrl[4] ;
float4 clights[40] ;
float4 ctexmtx[24] ;
float4 ctrmtx[64] ;
float4 cnmtx[32] ;
float4 cpostmtx[64] ;
float4 cDepth ;
};
struct VS_OUTPUT {
float4 pos;
float4 colors_0;
float4 colors_1;
float4 clipPos;
};
ATTRIN float4 rawpos; // ATTR0,
ATTRIN float4 color0; // ATTR5,
VARYOUT float3 uv0_2;
VARYOUT float3 uv1_2;
VARYOUT float3 uv2_2;
VARYOUT float3 uv3_2;
VARYOUT float3 uv4_2;
VARYOUT float3 uv5_2;
VARYOUT float3 uv6_2;
VARYOUT float3 uv7_2;
VARYOUT float4 clipPos_2;
VARYOUT float4 colors_02;
VARYOUT float4 colors_12;
void main()
{
VS_OUTPUT o;
float4 pos = float4(dot(cpnmtx[0], rawpos), dot(cpnmtx[1], rawpos), dot(cpnmtx[2], rawpos), 1.0f);
float3 _norm0 = float3(0.0f, 0.0f, 0.0f);
o.pos = float4(dot(cproj[0], pos), dot(cproj[1], pos), dot(cproj[2], pos), dot(cproj[3], pos));
float4 mat, lacc;
float3 ldir, h;
float dist, dist2, attn;
{
mat = color0;
lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);
lacc.w = 1.0f;
o.colors_0 = mat * clamp(lacc, 0.0f, 1.0f);
}
o.colors_1 = o.colors_0;
float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);
o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);
o.pos.z = o.pos.w + o.pos.z * 2.0f;
o.pos.z = o.pos.z * 1048575.0f/1048576.0f;
uv0_2.xyz = float3(0.0f, 0.0f, 0.0f);
uv1_2.xyz = float3(0.0f, 0.0f, 0.0f);
uv2_2.xyz = float3(0.0f, 0.0f, 0.0f);
uv3_2.xyz = float3(0.0f, 0.0f, 0.0f);
uv4_2.xyz = float3(0.0f, 0.0f, 0.0f);
uv5_2.xyz = float3(0.0f, 0.0f, 0.0f);
uv6_2.xyz = float3(0.0f, 0.0f, 0.0f);
uv7_2.xyz = float3(0.0f, 0.0f, 0.0f);
clipPos_2 = o.clipPos;
colors_02 = o.colors_0;
colors_12 = o.colors_1;
gl_Position = o.pos;
}
ERROR: 1:1: 'std140' : syntax error syntax error
And also,
Debug info (Intel, Intel® HD Graphics 620, 4.4.0 - Build 21.20.16.4574):
ERROR: 1:17: 'std140' : syntax error syntax error
#version 120
#extension GL_ARB_uniform_buffer_object : enable
#define ATTRIN attribute
#define ATTROUT attribute
#define VARYIN varying
#define VARYOUT varying
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define frac fract
#define lerp mix
#define texture texture2D
#define round(x) floor((x)+0.5f)
#define out
#define ocol0 gl_FragColor
#define ocol1 gl_FragColor
#define COLOROUT(name)
#extension GL_ARB_texture_rectangle : enable
//Pixel Shader for TEV stages
//1 TEV stages, 0 texgens, 0 IND stages
float fmod( float x, float y )
{
float z = fract( abs( x / y) ) * abs( y );
return (x < 0.0) ? -z : z;
}
uniform sampler2D samp0;
uniform sampler2D samp1;
uniform sampler2D samp2;
uniform sampler2D samp3;
uniform sampler2D samp4;
uniform sampler2D samp5;
uniform sampler2D samp6;
uniform sampler2D samp7;
layout(std140) uniform PSBlock {
float4 color[4] ;
float4 k[4] ;
float4 alphaRef[1] ;
float4 texdim[8] ;
float4 czbias[2] ;
float4 cindscale[2] ;
float4 cindmtx[6] ;
float4 cfog[3] ;
float4 cPLights[40] ;
float4 cPmtrl[4] ;
};
COLOROUT(ocol0)
VARYIN float4 colors_02;
VARYIN float4 colors_12;
VARYIN float3 uv0_2;
VARYIN float3 uv1_2;
VARYIN float3 uv2_2;
VARYIN float3 uv3_2;
VARYIN float3 uv4_2;
VARYIN float3 uv5_2;
VARYIN float3 uv6_2;
VARYIN float3 uv7_2;
VARYIN float4 clipPos_2;
void main()
{
float4 c0 = color[1], c1 = color[2], c2 = color[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);
float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);
float alphabump=0.0f;
float3 tevcoord=float3(0.0f, 0.0f, 0.0f);
float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);
float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);
float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);
float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);
float4 rawpos = gl_FragCoord;
float4 colors_0 = colors_02;
float4 colors_1 = colors_12;
float4 clipPos = clipPos_2;
clipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);
float3 uv0 = float3(0.0f, 0.0f, 0.0f);
// TEV stage 0
rastemp = colors_0.rgba;
crastemp = frac(rastemp * (255.0f/256.0f)) * (256.0f/255.0f);
textemp = float4(1.0f, 1.0f, 1.0f, 1.0f);
// color combine
prev.rgb = clamp((rastemp.rgb)+float3(0.0f, 0.0f, 0.0f), 0.0f, 1.0f);
// alpha combine
prev.a = clamp(rastemp.a+float4(0.0f, 0.0f, 0.0f, 0.0f).a, 0.0f, 1.0f);
// TEV done
float zCoord = rawpos.z;
ocol0 = prev;
}
ERROR: 1:17: 'std140' : syntax error syntax error
Please help!
-Zykxi
Debug info (Intel, Intel® HD Graphics 620, 4.4.0 - Build 21.20.16.4574):
ERROR: 1:1: 'std140' : syntax error syntax error
#version 120
#extension GL_ARB_uniform_buffer_object : enable
#define ATTRIN attribute
#define ATTROUT attribute
#define VARYIN varying
#define VARYOUT varying
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define frac fract
#define lerp mix
#define texture texture2D
#define round(x) floor((x)+0.5f)
#define out
#define ocol0 gl_FragColor
#define ocol1 gl_FragColor
#define COLOROUT(name)
#extension GL_ARB_texture_rectangle : enable
layout(std140) uniform VSBlock {
float4 cpnmtx[6] ;
float4 cproj[4] ;
float4 cmtrl[4] ;
float4 clights[40] ;
float4 ctexmtx[24] ;
float4 ctrmtx[64] ;
float4 cnmtx[32] ;
float4 cpostmtx[64] ;
float4 cDepth ;
};
struct VS_OUTPUT {
float4 pos;
float4 colors_0;
float4 colors_1;
float4 clipPos;
};
ATTRIN float4 rawpos; // ATTR0,
ATTRIN float4 color0; // ATTR5,
VARYOUT float3 uv0_2;
VARYOUT float3 uv1_2;
VARYOUT float3 uv2_2;
VARYOUT float3 uv3_2;
VARYOUT float3 uv4_2;
VARYOUT float3 uv5_2;
VARYOUT float3 uv6_2;
VARYOUT float3 uv7_2;
VARYOUT float4 clipPos_2;
VARYOUT float4 colors_02;
VARYOUT float4 colors_12;
void main()
{
VS_OUTPUT o;
float4 pos = float4(dot(cpnmtx[0], rawpos), dot(cpnmtx[1], rawpos), dot(cpnmtx[2], rawpos), 1.0f);
float3 _norm0 = float3(0.0f, 0.0f, 0.0f);
o.pos = float4(dot(cproj[0], pos), dot(cproj[1], pos), dot(cproj[2], pos), dot(cproj[3], pos));
float4 mat, lacc;
float3 ldir, h;
float dist, dist2, attn;
{
mat = color0;
lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);
lacc.w = 1.0f;
o.colors_0 = mat * clamp(lacc, 0.0f, 1.0f);
}
o.colors_1 = o.colors_0;
float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);
o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);
o.pos.z = o.pos.w + o.pos.z * 2.0f;
o.pos.z = o.pos.z * 1048575.0f/1048576.0f;
uv0_2.xyz = float3(0.0f, 0.0f, 0.0f);
uv1_2.xyz = float3(0.0f, 0.0f, 0.0f);
uv2_2.xyz = float3(0.0f, 0.0f, 0.0f);
uv3_2.xyz = float3(0.0f, 0.0f, 0.0f);
uv4_2.xyz = float3(0.0f, 0.0f, 0.0f);
uv5_2.xyz = float3(0.0f, 0.0f, 0.0f);
uv6_2.xyz = float3(0.0f, 0.0f, 0.0f);
uv7_2.xyz = float3(0.0f, 0.0f, 0.0f);
clipPos_2 = o.clipPos;
colors_02 = o.colors_0;
colors_12 = o.colors_1;
gl_Position = o.pos;
}
ERROR: 1:1: 'std140' : syntax error syntax error
And also,
Debug info (Intel, Intel® HD Graphics 620, 4.4.0 - Build 21.20.16.4574):
ERROR: 1:17: 'std140' : syntax error syntax error
#version 120
#extension GL_ARB_uniform_buffer_object : enable
#define ATTRIN attribute
#define ATTROUT attribute
#define VARYIN varying
#define VARYOUT varying
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define frac fract
#define lerp mix
#define texture texture2D
#define round(x) floor((x)+0.5f)
#define out
#define ocol0 gl_FragColor
#define ocol1 gl_FragColor
#define COLOROUT(name)
#extension GL_ARB_texture_rectangle : enable
//Pixel Shader for TEV stages
//1 TEV stages, 0 texgens, 0 IND stages
float fmod( float x, float y )
{
float z = fract( abs( x / y) ) * abs( y );
return (x < 0.0) ? -z : z;
}
uniform sampler2D samp0;
uniform sampler2D samp1;
uniform sampler2D samp2;
uniform sampler2D samp3;
uniform sampler2D samp4;
uniform sampler2D samp5;
uniform sampler2D samp6;
uniform sampler2D samp7;
layout(std140) uniform PSBlock {
float4 color[4] ;
float4 k[4] ;
float4 alphaRef[1] ;
float4 texdim[8] ;
float4 czbias[2] ;
float4 cindscale[2] ;
float4 cindmtx[6] ;
float4 cfog[3] ;
float4 cPLights[40] ;
float4 cPmtrl[4] ;
};
COLOROUT(ocol0)
VARYIN float4 colors_02;
VARYIN float4 colors_12;
VARYIN float3 uv0_2;
VARYIN float3 uv1_2;
VARYIN float3 uv2_2;
VARYIN float3 uv3_2;
VARYIN float3 uv4_2;
VARYIN float3 uv5_2;
VARYIN float3 uv6_2;
VARYIN float3 uv7_2;
VARYIN float4 clipPos_2;
void main()
{
float4 c0 = color[1], c1 = color[2], c2 = color[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);
float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);
float alphabump=0.0f;
float3 tevcoord=float3(0.0f, 0.0f, 0.0f);
float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);
float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);
float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);
float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);
float4 rawpos = gl_FragCoord;
float4 colors_0 = colors_02;
float4 colors_1 = colors_12;
float4 clipPos = clipPos_2;
clipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);
float3 uv0 = float3(0.0f, 0.0f, 0.0f);
// TEV stage 0
rastemp = colors_0.rgba;
crastemp = frac(rastemp * (255.0f/256.0f)) * (256.0f/255.0f);
textemp = float4(1.0f, 1.0f, 1.0f, 1.0f);
// color combine
prev.rgb = clamp((rastemp.rgb)+float3(0.0f, 0.0f, 0.0f), 0.0f, 1.0f);
// alpha combine
prev.a = clamp(rastemp.a+float4(0.0f, 0.0f, 0.0f, 0.0f).a, 0.0f, 1.0f);
// TEV done
float zCoord = rawpos.z;
ocol0 = prev;
}
ERROR: 1:17: 'std140' : syntax error syntax error
Please help!
-Zykxi