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problem with Super Mario Sunshine - Printable Version +- Dolphin, the GameCube and Wii emulator - Forums (https://forums.dolphin-emu.org) +-- Forum: Dolphin Emulator Discussion and Support (https://forums.dolphin-emu.org/Forum-dolphin-emulator-discussion-and-support) +--- Forum: Support (https://forums.dolphin-emu.org/Forum-support) +--- Thread: problem with Super Mario Sunshine (/Thread-problem-with-super-mario-sunshine) |
problem with Super Mario Sunshine - laxus95 - 08-08-2014 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... RE: problem with Super Mario Sunshine - DJBarry004 - 08-08-2014 If you used the latest dev build, that thing wouldn´t be happening. RE: problem with Super Mario Sunshine - laxus95 - 08-09-2014 Actually now I use the 4.0.2 and it still happening... RE: problem with Super Mario Sunshine - Anti-Ultimate - 08-09-2014 (08-09-2014, 03:23 AM)laxus95 Wrote: Actually now I use the 4.0.2 and it still happening... Quote:latest dev build RE: problem with Super Mario Sunshine - laxus95 - 08-09-2014 I don't understand what you mean Anti-Ultimate :/ is the 4.0.2 the latest version of dolphin ? RE: problem with Super Mario Sunshine - DJBarry004 - 08-09-2014 It´s latest -stable- what you have, not latest -dev-. Dev builds have version numbers like 4.0-2194. RE: problem with Super Mario Sunshine - laxus95 - 08-09-2014 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 ? RE: problem with Super Mario Sunshine - Anti-Ultimate - 08-09-2014 don't force MSAA through the NVIDIA control panel? |