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Failed to compile pixle shader
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Failed to compile pixle shader
05-29-2012, 12:41 AM (This post was last modified: 05-29-2012, 12:45 AM by johnk119.)
#1
johnk119 Offline
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Trauma Center Wii
details.... using hd6870 vid card i7-920@ 3.3 Ghz. Never seen this error before version 681 dirty... here ya go
//Pixel Shader for TEV stages
//7 TEV stages, 7 texgens, XXX IND stages
sampler samp0 : register(s0), samp1 : register(s1), samp2 : register(s2), samp3 : register(s3), samp4 : register(s4), samp5 : register(s5), samp6 : register(s6), samp7 : register(s7);
Texture2D Tex0 : register(t0), Tex1 : register(t1), Tex2 : register(t2), Tex3 : register(t3), Tex4 : register(t4), Tex5 : register(t5), Tex6 : register(t6), Tex7 : register(t7);

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);
typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;
typedef struct { Light lights[8]; } s_cLights;
uniform s_cLights cLights : register(c30);
typedef struct { float4 C0, C1, C2, C3; } s_cmtrl;
uniform s_cmtrl cmtrl : register(c70);
void main(
out float4 ocol0 : SV_Target0,
out float depth : SV_Depth,
in float4 rawpos : SV_Position,
in float4 colors_0 : COLOR0,
in float4 colors_1 : COLOR1,
in float4 uv0 : TEXCOORD0,
in float4 uv1 : TEXCOORD1,
in float4 uv2 : TEXCOORD2,
in float4 uv3 : TEXCOORD3,
in float4 uv4 : TEXCOORD4,
in float4 uv5 : TEXCOORD5,
in float4 uv6 : TEXCOORD6 ) {
float zCoord = czbias[1].x + (uv2.w / uv3.w) * czbias[1].y;
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);

float3 _norm0 = normalize(float3(uv4.w,uv5.w,uv6.w));

float3 pos = float3(uv0.w,uv1.w,uv7.w);
float4 mat, lacc;
float3 ldir, h;
float dist, dist2, attn;
{
mat = cmtrl.C2;
lacc = cmtrl.C0;
lacc.w = 1.0f;
ldir = cLights.lights[0].pos.xyz - pos.xyz;
dist2 = dot(ldir, ldir);
dist = sqrt(dist2);
ldir = ldir / dist;
attn = max(0.0f, dot(ldir, cLights.lights[0].dir.xyz));
attn = max(0.0f, dot(cLights.lights[0].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(cLights.lights[0].distatt.xyz, float3(1.0f,dist,dist2));
lacc.xyz += attn * max(0.0f,dot(ldir, _norm0)) * cLights.lights[0].col.xyz;

ldir = cLights.lights[1].pos.xyz - pos.xyz;
dist2 = dot(ldir, ldir);
dist = sqrt(dist2);
ldir = ldir / dist;
attn = max(0.0f, dot(ldir, cLights.lights[1].dir.xyz));
attn = max(0.0f, dot(cLights.lights[1].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(cLights.lights[1].distatt.xyz, float3(1.0f,dist,dist2));
lacc.xyz += attn * max(0.0f,dot(ldir, _norm0)) * cLights.lights[1].col.xyz;

colors_0 = mat * saturate(lacc);
}
float4 clipPos = float4(rawpos.x, rawpos.y, uv2.w, uv3.w);
uv0.xy = uv0.xy * texdim[0].zw;
uv1.xy = uv1.xy * texdim[1].zw;
uv2.xy = uv2.xy * texdim[2].zw;
uv3.xy = uv3.xy * texdim[3].zw;
uv4.xy = uv4.xy * texdim[4].zw;
if (uv5.z) uv5.xy = uv5.xy / uv5.z;
uv5.xy = uv5.xy * texdim[5].zw;
if (uv6.z) uv6.xy = uv6.xy / uv6.z;
uv6.xy = uv6.xy * texdim[6].zw;
tempcoord = uv0.xy * cindscale[0].xy;
float3 indtex0=Tex0.Sample(samp0,tempcoord.xy * texdim[0].xy).abg;
// TEV stage 0
tevcoord.xy = uv1.xy;
textemp=Tex1.Sample(samp1,tevcoord.xy * texdim[1].xy).rgba;
konsttemp = float4(k[3].aaa, k[3].a);
ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f);
// color combine
prev.rgb = saturate(0.5f*((textemp.rgb)+float3(0.0f, 0.0f, 0.0f)));
// alpha combine
prev.a = saturate(float4(0.0f, 0.0f, 0.0f, 0.0f).a);

// TEV done
// TEV stage 1
tevcoord.xy = uv0.xy;
textemp=Tex0.Sample(samp0,tevcoord.xy * texdim[0].xy).rgba;
konsttemp = float4(k[3].bbb, k[3].b);
ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f);
cprev = frac(prev * (255.0f/256.0f)) * (256.0f/255.0f);
// color combine
prev.rgb = saturate(0.5f*((prev.rgb)+(textemp.rgb)));
// alpha combine
prev.a = saturate(prev.a+float4(0.0f, 0.0f, 0.0f, 0.0f).a);

// TEV done
// TEV stage 2
tevcoord.xy = uv2.xy;
textemp=Tex2.Sample(samp2,tevcoord.xy * texdim[2].xy).rgba;
// color combine
prev.rgb = saturate((prev.rgb)+(textemp.rgb)*float3(0.5f, 0.5f, 0.5f));
// alpha combine
prev.a = saturate(prev.a+float4(0.0f, 0.0f, 0.0f, 0.0f).a);

// TEV done
// TEV stage 3
// indirect op
float3 indtevcrd3 = indtex0 * 255.0f;
indtevcrd3.xyz += -128.0f;
float2 indtevtrans3 = float2(dot(cindmtx[0].xyz, indtevcrd3), dot(cindmtx[1].xyz, indtevcrd3));
wrappedcoord.x = uv3.x;
wrappedcoord.y = uv3.y;
tevcoord.xy = wrappedcoord + indtevtrans3;
textemp=Tex3.Sample(samp3,tevcoord.xy * texdim[3].xy).rgba;
konsttemp = float4(k[3].rrr, k[3].r);
ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f);
// color combine
prev.rgb = saturate((prev.rgb)+(textemp.rgb)*float3(0.5f, 0.5f, 0.5f)-0.5f);
// alpha combine
prev.a = saturate(prev.a+float4(0.0f, 0.0f, 0.0f, 0.0f).a);

// TEV done
// TEV stage 4
tevcoord.xy = uv5.xy;
textemp=Tex5.Sample(samp5,tevcoord.xy * texdim[5].xy).rgba;
konsttemp = float4(k[2].aaa, k[2].a);
ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f);
// color combine
prev.rgb = saturate((prev.rgb)+(textemp.aaa)*float3(0.5f, 0.5f, 0.5f));
// alpha combine
prev.a = saturate(prev.a+textemp.a*ckonsttemp.a);

// TEV done
// TEV stage 5
tevcoord.xy = uv6.xy;
textemp=Tex6.Sample(samp6,tevcoord.xy * texdim[6].xy).rgba;
konsttemp = float4(k[2].bbb, k[2].b);
ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f);
// color combine
prev.rgb = saturate((prev.rgb)+(textemp.aaa)*float3(0.5f, 0.5f, 0.5f));
// alpha combine
prev.a = saturate(prev.a+textemp.a*ckonsttemp.a);

// TEV done
// TEV stage 6
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);
cprev = frac(prev * (255.0f/256.0f)) * (256.0f/255.0f);
// color combine
prev.rgb = saturate(4.0f*((cprev.rgb)*(crastemp.rgb)));
// alpha combine
prev.a = saturate(cprev.a*crastemp.a);

// TEV done
prev.rgb = prev.rgb;
prev.a = prev.a;
prev = frac(4.0f + prev * (255.0f/256.0f)) * (256.0f/255.0f);
depth = zCoord;
float ze = cfog[1].x / (cfog[1].y - (zCoord / cfog[1].w));
float x_adjust = (2.0f * (clipPos.x / cfog[2].y)) - 1.0f - cfog[2].x;
x_adjust = sqrt(x_adjust * x_adjust + cfog[2].z * cfog[2].z) / cfog[2].z;
ze *= x_adjust;
float fog = saturate(ze - cfog[1].z);
prev.rgb = lerp(prev.rgb,cfog[0].rgb,fog);
ocol0 = prev;
}
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05-29-2012, 01:13 AM
#2
DefenderX Offline
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Err... Did you update your driver?
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05-29-2012, 01:49 AM
#3
ExtremeDude2 Offline
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(05-29-2012, 01:13 AM)DefenderX Wrote: Err... Did you update your driver?

He said it use to work, my guess is that this is a regression.
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05-29-2012, 02:10 AM (This post was last modified: 05-29-2012, 02:45 AM by johnk119.)
#4
johnk119 Offline
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Posts: 7
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Joined: Mar 2012
I always keep all my drivers up to date. I'm like that. I like to keep everything up to date so i'm always updating to the newest version of dolphin. This sucks though because I can't finish trauma center for the Wii. On the level where you have to operate on the cat this error pops up. I turned off the error messages to see if I could continue but it wasn't displaying some textures which made it very hard.
I always keep everything up to date.
I've confirmed this error does not happen in version 3.0. Please make this known to the moderators.
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05-29-2012, 02:57 AM (This post was last modified: 05-29-2012, 02:59 AM by neobrain.)
#5
neobrain Offline
"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!"
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Try using some rev before 146b02615c07. Also, read the error message again if that doesn't help.
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05-29-2012, 05:20 AM
#6
johnk119 Offline
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(05-29-2012, 02:57 AM)neobrain Wrote: Try using some rev before 146b02615c07. Also, read the error message again if that doesn't help.

Yes, it works fine in revision 3. I hate to use the older version though... Oh well, at least I can finish my game. In the meantime someone should work on keeping old stuff working in the new releases ^_-
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05-29-2012, 06:31 AM (This post was last modified: 05-29-2012, 06:31 AM by neobrain.)
#7
neobrain Offline
"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!"
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146b02615c07 is just a few days old... you don't need to use 3.0 to be "older" than that.
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