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Failed to compile pixel shader
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Failed to compile pixel shader
02-16-2013, 11:51 AM
#1
Skitzle
Unregistered
 
I've seen a few threads about this but none of them have mirrored my exact situation.

I've been using dolping with no problems for just over a month. Then I got smacked with a death computer virus and nuked my computer with a total format and reboot (updating my drivers a long the way).

Now I'm getting a Failed to Compile Pixel Shader error.

I KNOW it isn't my graphics card(s) because like I said I've run Dolphin on the EXACT same computer with no issues.

Any help or thoughts would be greatly appreciated.

-Skitzle

Heres the text to the dump it requested I add...

---------------------------------------------------

//Pixel Shader for TEV stages
//1 TEV stages, 1 texgens, XXX IND stages
uniform sampler2D samp0 : register(s0), samp1 : register(s1), samp2 : register(s2), samp3 : register(s3), samp4 : register(s4), samp5 : register(s5), samp6 : register(s6), samp7 : register(s7);

uniform float4 color[4] : register(c0);
uniform float4 k[4] : register(c4);
uniform float4 alphaRef[1] : register(c8);
uniform float4 texdim[8] : register(c9);
uniform float4 czbias[2] : register(c17);
uniform float4 cindscale[2] : register(c19);
uniform float4 cindmtx[6] : register(c21);
uniform float4 cfog[3] : register(c27);
void main(
out float4 ocol0 : COLOR0,
out float depth : DEPTH,
in float4 rawpos : VPOS,
in float4 colors_0 : COLOR0,
in float4 colors_1 : COLOR1,
in float3 uv0 : TEXCOORD0,
in float4 clipPos : TEXCOORD1 ) {
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);
float4 alphabump=float4(0.0f,0.0f,0.0f,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);

clipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);
uv0.xy = uv0.xy * texdim[0].zw;
// TEV stage 0
tevcoord.xy = uv0.xy;
textemp=tex2D(samp0,tevcoord.xy * texdim[0].xy).rgba;
// color combine
prev.rgb = saturate((c0.rgb)+float3(0.0f, 0.0f, 0.0f));
// alpha combine
prev.a = saturate(c0.a+float4(0.0f, 0.0f, 0.0f, 0.0f).a);

// TEV done
float zCoord = czbias[1].x + (clipPos.z / clipPos.w) * czbias[1].y;
zCoord = dot(czbias[0].xyzw, textemp.xyzw) + czbias[1].w ;
zCoord = zCoord * (16777215.0f/16777216.0f);
zCoord = frac(zCoord);
zCoord = zCoord * (16777216.0f/16777215.0f);
depth = zCoord;
ocol0 = prev;
}
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02-16-2013, 12:59 PM
#2
Starscream Away
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Use the latest development version before reporting issues -> http://dolphin-emu.org/download/
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02-16-2013, 06:17 PM
#3
Skitzle
Unregistered
 
(02-16-2013, 12:59 PM)Starscream Wrote: Use the latest development version before reporting issues -> http://dolphin-emu.org/download/



Same problem still occuring.

It seems to be an issue with DirectX as OpenGL isn't having any problems... that said... DirectX was working on this system previously... so I would still like to get to the bottom of the issue.

Heres the newest dump.

----------------------------------------------------------------------------------------------


//Pixel Shader for TEV stages
//1 TEV stages, 1 texgens, XXX IND stages
uniform sampler2D samp0 : register(s0), samp1 : register(s1), samp2 : register(s2), samp3 : register(s3), samp4 : register(s4), samp5 : register(s5), samp6 : register(s6), samp7 : register(s7);

uniform float4 color[4] : register(c0);
uniform float4 k[4] : register(c4);
uniform float4 alphaRef[1] : register(c8);
uniform float4 texdim[8] : register(c9);
uniform float4 czbias[2] : register(c17);
uniform float4 cindscale[2] : register(c19);
uniform float4 cindmtx[6] : register(c21);
uniform float4 cfog[3] : register(c27);
void main(
out float4 ocol0 : COLOR0,
out float depth : DEPTH,
in float4 rawpos : VPOS,
in float4 colors_0 : COLOR0,
in float4 colors_1 : COLOR1,
in float3 uv0 : TEXCOORD0,
in float4 clipPos : TEXCOORD1 ) {
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);
float4 alphabump=float4(0.0f,0.0f,0.0f,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);

clipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);
uv0.xy = uv0.xy * texdim[0].zw;
// TEV stage 0
tevcoord.xy = uv0.xy;
textemp=tex2D(samp0,tevcoord.xy * texdim[0].xy).rgba;
// color combine
prev.rgb = saturate((c0.rgb)+float3(0.0f, 0.0f, 0.0f));
// alpha combine
prev.a = saturate(c0.a+float4(0.0f, 0.0f, 0.0f, 0.0f).a);

// TEV done
float zCoord = czbias[1].x + (clipPos.z / clipPos.w) * czbias[1].y;
zCoord = dot(czbias[0].xyzw, textemp.xyzw) + czbias[1].w ;
zCoord = zCoord * (16777215.0f/16777216.0f);
zCoord = frac(zCoord);
zCoord = zCoord * (16777216.0f/16777215.0f);
depth = zCoord;
ocol0 = prev;
}
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02-16-2013, 08:12 PM
#4
neobrain Offline
"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!"
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