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problem with Super Mario Sunshine
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problem with Super Mario Sunshine
08-08-2014, 06:49 AM
#1
laxus95
Unregistered
 
When I do the level 7 of Gelato Beach I got a message that told me to post that here with this message :
"Debug info (vs_5_0):
(116.15): error X3004: undeclared identifier 'tex8' "

this is the contents :

uniform float4 cpnmtx[6] : register(c0);
uniform float4 cproj[4] : register(c6);
uniform float4 cmtrl[4] : register(c10);
uniform float4 clights[40] : register(c14);
uniform float4 ctexmtx[24] : register(c54);
uniform float4 ctrmtx[64] : register(c78);
uniform float4 cnmtx[32] : register(c142);
uniform float4 cpostmtx[64] : register(c174);
uniform float4 cDepth : register(c238);
struct VS_OUTPUT {
float4 pos : POSITION;
float4 colors_0 : COLOR0;
float4 colors_1 : COLOR1;
float4 tex0 : TEXCOORD0;
float4 tex1 : TEXCOORD1;
float4 tex2 : TEXCOORD2;
float4 tex3 : TEXCOORD3;
float3 tex4 : TEXCOORD4;
float3 tex5 : TEXCOORD5;
float3 tex6 : TEXCOORD6;
float3 tex7 : TEXCOORD7;
float3 tex8 : TEXCOORD8;
float3 tex9 : TEXCOORD9;
float3 tex10 : TEXCOORD10;
float3 tex11 : TEXCOORD11;
float3 tex12 : TEXCOORD12;
float3 tex13 : TEXCOORD13;
float3 tex14 : TEXCOORD14;
};
VS_OUTPUT main(
float3 rawnorm0 : NORMAL0,
float4 rawpos : POSITION) {
VS_OUTPUT o;
float4 pos = float4(dot(cpnmtx[0], rawpos), dot(cpnmtx[1], rawpos), dot(cpnmtx[2], rawpos), 1.0f);
float3 _norm0 = normalize(float3(dot(cpnmtx[3].xyz, rawnorm0), dot(cpnmtx[4].xyz, rawnorm0), dot(cpnmtx[5].xyz, rawnorm0)));
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 = float4(1.0f, 1.0f, 1.0f, 1.0f);
lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);
lacc.w = 1.0f;
o.colors_0 = mat * clamp(lacc, 0.0f, 1.0f);
}
{
mat = cmtrl[3];
lacc = cmtrl[1];
lacc.w = 1.0f;
o.colors_1 = mat * clamp(lacc, 0.0f, 1.0f);
}
float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);
{
coord = float4(0.0f, 0.0f, 1.0f, 1.0f);
o.tex0.xyz = float3(dot(coord, ctexmtx[0]), dot(coord, ctexmtx[1]), 1);
float4 P0 = cpostmtx[61];
float4 P1 = cpostmtx[62];
float4 P2 = cpostmtx[63];
o.tex0.xyz = float3(dot(P0.xyz, o.tex0.xyz) + P0.w, dot(P1.xyz, o.tex0.xyz) + P1.w, dot(P2.xyz, o.tex0.xyz) + P2.w);
}
{
coord = float4(0.0f, 0.0f, 1.0f, 1.0f);
o.tex1.xyz = float3(o.colors_0.x, o.colors_0.y, 1);
}
{
coord = float4(0.0f, 0.0f, 1.0f, 1.0f);
o.tex2.xyz = float3(dot(coord, ctexmtx[6]), dot(coord, ctexmtx[7]), 1);
float4 P0 = cpostmtx[61];
float4 P1 = cpostmtx[62];
float4 P2 = cpostmtx[63];
o.tex2.xyz = float3(dot(P0.xyz, o.tex2.xyz) + P0.w, dot(P1.xyz, o.tex2.xyz) + P1.w, dot(P2.xyz, o.tex2.xyz) + P2.w);
}
{
coord = float4(0.0f, 0.0f, 1.0f, 1.0f);
o.tex3.xyz = float3(dot(coord, ctexmtx[9]), dot(coord, ctexmtx[10]), 1);
float4 P0 = cpostmtx[61];
float4 P1 = cpostmtx[62];
float4 P2 = cpostmtx[63];
o.tex3.xyz = float3(dot(P0.xyz, o.tex3.xyz) + P0.w, dot(P1.xyz, o.tex3.xyz) + P1.w, dot(P2.xyz, o.tex3.xyz) + P2.w);
}
{
coord = float4(0.0f, 0.0f, 1.0f, 1.0f);
o.tex4.xyz = float3(dot(coord, ctexmtx[12]), dot(coord, ctexmtx[13]), 1);
float4 P0 = cpostmtx[61];
float4 P1 = cpostmtx[62];
float4 P2 = cpostmtx[63];
o.tex4.xyz = float3(dot(P0.xyz, o.tex4.xyz) + P0.w, dot(P1.xyz, o.tex4.xyz) + P1.w, dot(P2.xyz, o.tex4.xyz) + P2.w);
}
{
coord = float4(0.0f, 0.0f, 1.0f, 1.0f);
o.tex5.xyz = float3(dot(coord, ctexmtx[15]), dot(coord, ctexmtx[16]), 1);
float4 P0 = cpostmtx[61];
float4 P1 = cpostmtx[62];
float4 P2 = cpostmtx[63];
o.tex5.xyz = float3(dot(P0.xyz, o.tex5.xyz) + P0.w, dot(P1.xyz, o.tex5.xyz) + P1.w, dot(P2.xyz, o.tex5.xyz) + P2.w);
}
{
coord = float4(0.0f, 0.0f, 1.0f, 1.0f);
o.tex6.xyz = float3(dot(coord, ctexmtx[18]), dot(coord, ctexmtx[19]), 1);
float4 P0 = cpostmtx[61];
float4 P1 = cpostmtx[62];
float4 P2 = cpostmtx[63];
o.tex6.xyz = float3(dot(P0.xyz, o.tex6.xyz) + P0.w, dot(P1.xyz, o.tex6.xyz) + P1.w, dot(P2.xyz, o.tex6.xyz) + P2.w);
}
{
coord = float4(0.0f, 0.0f, 1.0f, 1.0f);
o.tex7.xyz = float3(dot(coord, ctexmtx[21]), dot(coord, ctexmtx[22]), 1);
float4 P0 = cpostmtx[61];
float4 P1 = cpostmtx[62];
float4 P2 = cpostmtx[63];
o.tex7.xyz = float3(dot(P0.xyz, o.tex7.xyz) + P0.w, dot(P1.xyz, o.tex7.xyz) + P1.w, dot(P2.xyz, o.tex7.xyz) + P2.w);
}
{
coord = float4(0.0f, 0.0f, 1.0f, 1.0f);
coord = rawpos;
int tmp = int(tex8.z);
o.tex8.xyz = float3(dot(coord, ctrmtx[tmp]), dot(coord, ctrmtx[tmp+1]), 1);
float4 P0 = cpostmtx[0];
float4 P1 = cpostmtx[1];
float4 P2 = cpostmtx[2];
o.tex8.xyz = float3(dot(P0.xyz, o.tex8.xyz) + P0.w, dot(P1.xyz, o.tex8.xyz) + P1.w, dot(P2.xyz, o.tex8.xyz) + P2.w);
}
{
coord = float4(0.0f, 0.0f, 1.0f, 1.0f);
coord = rawpos;
o.tex9.xyz = float3(dot(coord, ctexmtx[27]), dot(coord, ctexmtx[28]), 1);
float4 P0 = cpostmtx[0];
float4 P1 = cpostmtx[1];
float4 P2 = cpostmtx[2];
o.tex9.xyz = float3(dot(P0.xyz, o.tex9.xyz) + P0.w, dot(P1.xyz, o.tex9.xyz) + P1.w, dot(P2.xyz, o.tex9.xyz) + P2.w);
}
{
coord = float4(0.0f, 0.0f, 1.0f, 1.0f);
coord = rawpos;
o.tex10.xyz = float3(dot(coord, ctexmtx[30]), dot(coord, ctexmtx[31]), 1);
float4 P0 = cpostmtx[32];
float4 P1 = cpostmtx[33];
float4 P2 = cpostmtx[34];
o.tex10.xyz = float3(dot(P0.xyz, o.tex10.xyz) + P0.w, dot(P1.xyz, o.tex10.xyz) + P1.w, dot(P2.xyz, o.tex10.xyz) + P2.w);
}
{
coord = float4(0.0f, 0.0f, 1.0f, 1.0f);
coord = rawpos;
o.tex11.xyz = float3(dot(coord, ctexmtx[33]), dot(coord, ctexmtx[34]), 1);
float4 P0 = cpostmtx[0];
float4 P1 = cpostmtx[1];
float4 P2 = cpostmtx[2];
o.tex11.xyz = float3(dot(P0.xyz, o.tex11.xyz) + P0.w, dot(P1.xyz, o.tex11.xyz) + P1.w, dot(P2.xyz, o.tex11.xyz) + P2.w);
}
{
coord = float4(0.0f, 0.0f, 1.0f, 1.0f);
coord = rawpos;
o.tex12.xyz = float3(dot(coord, ctexmtx[36]), dot(coord, ctexmtx[37]), 1);
float4 P0 = cpostmtx[0];
float4 P1 = cpostmtx[1];
float4 P2 = cpostmtx[2];
o.tex12.xyz = float3(dot(P0.xyz, o.tex12.xyz) + P0.w, dot(P1.xyz, o.tex12.xyz) + P1.w, dot(P2.xyz, o.tex12.xyz) + P2.w);
}
{
coord = float4(0.0f, 0.0f, 1.0f, 1.0f);
coord = rawpos;
o.tex13.xyz = float3(dot(coord, ctexmtx[39]), dot(coord, ctexmtx[40]), 1);
float4 P0 = cpostmtx[0];
float4 P1 = cpostmtx[1];
float4 P2 = cpostmtx[2];
o.tex13.xyz = float3(dot(P0.xyz, o.tex13.xyz) + P0.w, dot(P1.xyz, o.tex13.xyz) + P1.w, dot(P2.xyz, o.tex13.xyz) + P2.w);
}
{
coord = float4(0.0f, 0.0f, 1.0f, 1.0f);
coord = rawpos;
o.tex14.xyz = float3(dot(coord, ctexmtx[42]), dot(coord, ctexmtx[43]), 1);
float4 P0 = cpostmtx[16];
float4 P1 = cpostmtx[17];
float4 P2 = cpostmtx[18];
o.tex14.xyz = float3(dot(P0.xyz, o.tex14.xyz) + P0.w, dot(P1.xyz, o.tex14.xyz) + P1.w, dot(P2.xyz, o.tex14.xyz) + P2.w);
}
o.tex0.w = pos.x;
o.tex1.w = pos.y;
o.tex2.w = o.pos.z;
o.tex3.w = o.pos.w;
o.pos.z = cDepth.x * o.pos.w + o.pos.z * cDepth.y;
return o;
}


Thanks for your help and sorry for my english...
Reply
08-08-2014, 07:20 AM
#2
DJBarry004 Offline
Don't even bother...
*******
Posts: 2,442
Threads: 32
Joined: Sep 2013
If you used the latest dev build, that thing wouldn´t be happening.
Rig 1: Windows 10 Home | AMD A6-1450 @ 600/1000/1400 MHz | AMD Radeon HD Graphics 8250 | 4GB RAM | HP Pavilion TouchSmart 11.

Rig 2: Windows 10 Pro | Intel Core i7-2640M @ 800/2800/3500 MHz | Intel HD 3000 Mobile | 8GB RAM | Dell Latitude 6320.
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08-09-2014, 03:23 AM
#3
laxus95
Unregistered
 
Actually now I use the 4.0.2 and it still happening...
Reply
08-09-2014, 03:35 AM
#4
Anti-Ultimate Offline
Above and Beyond
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Posts: 1,957
Threads: 29
Joined: May 2010
(08-09-2014, 03:23 AM)laxus95 Wrote: Actually now I use the 4.0.2 and it still happening...

Quote:latest dev build

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08-09-2014, 06:11 AM
#5
laxus95
Unregistered
 
I don't understand what you mean Anti-Ultimate :/ is the 4.0.2 the latest version of dolphin ?
Reply
08-09-2014, 06:19 AM
#6
DJBarry004 Offline
Don't even bother...
*******
Posts: 2,442
Threads: 32
Joined: Sep 2013
It´s latest -stable- what you have, not latest -dev-. Dev builds have version numbers like 4.0-2194.
Rig 1: Windows 10 Home | AMD A6-1450 @ 600/1000/1400 MHz | AMD Radeon HD Graphics 8250 | 4GB RAM | HP Pavilion TouchSmart 11.

Rig 2: Windows 10 Pro | Intel Core i7-2640M @ 800/2800/3500 MHz | Intel HD 3000 Mobile | 8GB RAM | Dell Latitude 6320.
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08-09-2014, 06:26 AM
#7
laxus95
Unregistered
 
ha ok, I always took the stable version, I'll try this version and I will see if it's happen again thanks

now when I try to launch a game, I've got this message:
"MSAA on default framebuffer isn't supported. Please avoid forcing dolphin to use MSAA by the driver. 4 samples on default frambuffer found"
What's the problem now ?
Reply
08-09-2014, 07:10 AM
#8
Anti-Ultimate Offline
Above and Beyond
*******
Posts: 1,957
Threads: 29
Joined: May 2010
don't force MSAA through the NVIDIA control panel?

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