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Posted: Thu Mar 18, 2010 3:04 am
by luthyr
HLSL vertex shader compilation failed
error X3506 unrecognized compiler target 'vs_3_0'
I was getting this error on my own project and found this thread through google.

It seems I was able to fix it by recompiling the Irrlicht source code. Since I don't have the DirectX SDK from 2004, I had to disable DX8, but it seems to be working now.

Posted: Fri Mar 19, 2010 4:10 am
by BlindSide
Thanks for the insight luthyr! To everyone having this problem: Recompile Irrlicht, that's the only solution for now.

I'll investigate this personally for the next release of Irrlicht and make sure there are no issues related to this.

Cheers

Posted: Fri Mar 19, 2010 1:01 pm
by Geomaster
I have a really strange problem. At first, I had 'unrecognized compiler targets' even with my own shaders, but now here's what happens in my own project (all directories are fine and the paths to shaders are OK, I checked it):

Code: Select all

'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
HLSL vertex shader compilation failed:
error X3501: 'vertexMain': entrypoint not found

'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
HLSL vertex shader compilation failed:
error X3501: 'vertexMain': entrypoint not found

'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
HLSL vertex shader compilation failed:
error X3501: 'vertexMain': entrypoint not found

'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
HLSL vertex shader compilation failed:
error X3501: 'vertexMain': entrypoint not found

'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
HLSL vertex shader compilation failed:
error X3501: 'vertexMain': entrypoint not found

'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
HLSL vertex shader compilation failed:
error X3501: 'vertexMain': entrypoint not found

'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
HLSL vertex shader compilation failed:
error X3501: 'vertexMain': entrypoint not found

'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
HLSL vertex shader compilation failed:
error X3501: 'vertexMain': entrypoint not found

'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
HLSL vertex shader compilation failed:
error X3501: 'vertexMain': entrypoint not found

'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
HLSL vertex shader compilation failed:
error X3501: 'vertexMain': entrypoint not found

'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
HLSL vertex shader compilation failed:
error X3501: 'vertexMain': entrypoint not found

'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
HLSL pixel shader compilation failed:
error X3501: 'pixelMain': entrypoint not found

'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
HLSL pixel shader compilation failed:
error X3501: 'pixelMain': entrypoint not found

'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
HLSL pixel shader compilation failed:
error X3501: 'pixelMain': entrypoint not found

'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
HLSL pixel shader compilation failed:
error X3501: 'pixelMain': entrypoint not found

'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
HLSL pixel shader compilation failed:
error X3501: 'pixelMain': entrypoint not found

'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Loaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
'Breakthrough.exe': Unloaded 'C:\WINDOWS\system32\D3DCompiler_42.dll'
HLSL pixel shader compilation failed:
error X3501: 'pixelMain': entrypoint not found
I'm using D3D9 and XEffects are used only for post-processing, so I really can't find where is the problem.

Any solutions to this?

EDIT: Here's what I get with OGL:

Code: Select all

GLSL shader failed to compile
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
(0) : error C0501: type name expected at token "<null atom>"

GLSL shader failed to compile
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
(0) : error C0501: type name expected at token "<null atom>"

GLSL shader failed to compile
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
(0) : error C0501: type name expected at token "<null atom>"

GLSL shader failed to compile
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
(0) : error C0501: type name expected at token "<null atom>"

GLSL shader failed to compile
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
(0) : error C0501: type name expected at token "<null atom>"

GLSL shader failed to compile
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
(0) : error C0501: type name expected at token "<null atom>"

GLSL shader failed to compile
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
(0) : error C0501: type name expected at token "<null atom>"

GLSL shader failed to compile
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
(0) : error C0501: type name expected at token "<null atom>"

GLSL shader failed to compile
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
(0) : error C0501: type name expected at token "<null atom>"

GLSL shader failed to compile
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
(0) : error C0501: type name expected at token "<null atom>"

GLSL shader failed to compile
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
(0) : error C0501: type name expected at token "<null atom>"

GLSL shader failed to compile
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
(0) : error C0501: type name expected at token "<null atom>"

GLSL shader failed to compile
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
(0) : error C0501: type name expected at token "<null atom>"

GLSL shader failed to compile
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
(0) : error C0501: type name expected at token "<null atom>"

GLSL shader failed to compile
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
(0) : error C0501: type name expected at token "<null atom>"

GLSL shader failed to compile
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
(0) : error C0501: type name expected at token "<null atom>"

GLSL shader failed to compile
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
(0) : error C0501: type name expected at token "<null atom>"
[FIXED!]
The path was a little bit messed up (Winblows stuff) and I ran into the flipped textures problem. So I used the solution by stefbuet and worked perfectly! Ty!

Posted: Sat Mar 20, 2010 7:34 am
by BlindSide
Yep, those errors usually indicate it's getting zero-length strings for the shaders. Glad you got it sorted.

Posted: Mon Mar 22, 2010 2:08 am
by tnrwns
I use 2 light in game. one is near the player and other cover large area.

but shadow is so bright. I want dark shadow.

Thank you.

Posted: Fri Mar 26, 2010 12:08 am
by pippy3
I'm having trouble running the newest Xeffects:

Code: Select all

ATI Radeon 9600 / X1050 Series ati2dvag.dll 6.14.10.6706
HLSL pixel shader compilation failed:
(16): error X5608: Compiled shader code uses too many arithmetic instruction slots (69). Max. allowed by the target (ps_2_0) is 64.

HLSL pixel shader compilation failed:
(16): error X5608: Compiled shader code uses too many arithmetic instruction slots (85). Max. allowed by the target (ps_2_0) is 64.
(1): error X5609: Compiled shader code uses too many instruction slots (101). Max. allowed by the target (ps_2_0) is 96.
I get this error in DX. OpenGL doesn't even start...

Posted: Sat Mar 27, 2010 7:29 am
by BlindSide
Your video card doesn't have the required shader support to run XEffects, sorry.

Posted: Sat Mar 27, 2010 3:56 pm
by MikeDee
Does XEffects work with Irrlicht 1.7.1 ?

Posted: Tue Mar 30, 2010 11:28 am
by thespecial1
is there a new version in the works that doesnt require recompiling irrlicht???

Posted: Tue Mar 30, 2010 12:44 pm
by ACE247
Ehh, recompiling Irrlicht??? :?
Since When? All one has to do is change XEffects a little to make it work with Irr 1.7.1

Posted: Tue Mar 30, 2010 1:34 pm
by thespecial1
ACE247 wrote:Ehh, recompiling Irrlicht??? :?
Since When? All one has to do is change XEffects a little to make it work with Irr 1.7.1
interesting, especially since Blindside said
BlindSide wrote:Thanks for the insight luthyr! To everyone having this problem: Recompile Irrlicht, that's the only solution for now.

I'll investigate this personally for the next release of Irrlicht and make sure there are no issues related to this.

Cheers
care to highlight the changes as it's showing runtime errors for shader/pixel v2 for many ??????

;0)

Posted: Wed Mar 31, 2010 1:31 am
by ACE247
Ok,thanks for the update.
Must have missed that.

Posted: Wed Mar 31, 2010 10:08 am
by BlindSide
thespecial1 wrote:is there a new version in the works that doesnt require recompiling irrlicht???
The problem is with the Irrlicht dll (It's compiled using an incompatible DirectX SDK version), I might just recompile a dll for 1.7.1 with the correct DirectX SDK myself and upload that to ease the problems for users.

Posted: Wed Mar 31, 2010 4:29 pm
by Nerexis
Yep, XEffects is working with this correct dll:
http://nerexis.boo.pl/IrrlichtDLL171.rar
(win32-gcc)
Enjoy

Posted: Thu Apr 01, 2010 12:01 am
by BlindSide
Awesome! Thanks Nerexis.