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Re: xml based postprocessing framework

Posted: Fri Jan 13, 2012 10:45 pm
by ACE247
Tested on Geforce GTS250 and GTX550 aswell as Geforce 7300 LE, all work perfect in both OpenGL and DirectX. Its likely yet another problem with the DirectX hlsl shaders only related to ATi. Ps: what ATi is it? Still an ATi Radeon or allready an AMD Radeon?

EDIT: Also working on Intel GMA X4500 IGP.

Re: xml based postprocessing framework

Posted: Sat Jan 14, 2012 12:22 am
by Granyte
dual ati 4850's mobility in cfx (yes two laptop card in cfx)


the cards of that generation are ati cards that's the logo i have on my card but they have been rebranded to AMD since then

and honestly i don't see why it's not working only in dx and only on that version

i still have the older version wich work fine for both openGL and DX


honestly i now get why i'm always selected for beta test my hardware find every single little bug in a graphic code and makes it X10000

Re: xml based postprocessing framework

Posted: Sat Feb 04, 2012 10:38 pm
by dzordz
I got error while compiling the code
ShaderMaterial.cpp

Code: Select all

for(; !psParamIter.atEnd(); psParamIter++)
                {
                        services->setPixelShaderConstant(
                                psParamIter.getNode()->getKey().c_str(),
                                &psParamIter.getNode()->getValue(), //This line causes a problem
                                1);
                } 
The error is

Code: Select all

ShaderMaterial.cpp|61|error: lvalue required as unary '&' operand
I got that error on Code::Blocks and Microsoft Visual Studio. What can I do to get rid of this error?

Re: xml based postprocessing framework

Posted: Sun Feb 05, 2012 9:09 am
by tbw
did you try the following:

Code: Select all

&(psParamIter.getNode()->getValue())
if this does not work, at least the following should do it:

Code: Select all

                for(; !psParamIter.atEnd(); psParamIter++)
                {
                        f32 value = psParamIter.getNode()->getValue();
                        services->setPixelShaderConstant(
                                psParamIter.getNode()->getKey().c_str(), 
                                &value, 
                                1);
                }

Re: xml based postprocessing framework

Posted: Sun Feb 05, 2012 1:26 pm
by dzordz
It's working now, thanks :)

Re: xml based postprocessing framework

Posted: Sun Feb 05, 2012 8:37 pm
by Granyte
any idea why the dx mode of the new one is not working on my ati hardware?

Re: xml based postprocessing framework

Posted: Sun Feb 05, 2012 9:15 pm
by REDDemon
there are still graphics cards with old/buggy drivers wich clamp to range 0.0- 1.0 floating point textures. this can be a problem for HDR right? maybe it is the problem.

Re: xml based postprocessing framework

Posted: Sun Feb 05, 2012 10:20 pm
by Granyte
but the opengl version works fine and i doubt a dual 4850 is likely to pose problems especial as i'm running drivers of this month

Re: xml based postprocessing framework

Posted: Wed Feb 08, 2012 1:22 pm
by christianclavet
Just to warn you, I've tested the shaders on Intel (The chip is ok, but I hate the driver :twisted: ) in OPENGL (glsl)and there are other shaders that are failing. (about 4-5, don't remember the names). It look like that if a shader fail compilation, then the framework will fail. To make it work quickly, I've removed the failing shaders from the list and the framework was working fine again.

Granyte, It should work on your ATI in DirectX but all of thoses shaders need to be retested one by one and fixed, since when I tested the first time it was only the glsl shaders. So if nobody checked the hlsl shaders with AMD Shader analyser, then they have been tested to work only on NIVIDIA hardware.

For retest, The AMD shader analyzer is the way to go to test thoses. For Intel on DirectX (hlsl); this time it should run better as Intel only put energy in that driver...

Re: xml based postprocessing framework

Posted: Wed Feb 08, 2012 11:54 pm
by Granyte
wierd unless they have been modified since the first version they should still work cause the first version was working on my computer it's integrated into my current project but the version 2 no shader at all works in DX

i mean even the invert won't work and shader analyser won't say anything wrong about it

Re: xml based postprocessing framework

Posted: Thu Feb 09, 2012 1:18 pm
by christianclavet
Ha? Then it could be something else, can you make a debug version and check the console when you initialize the app? Normally, I have "shader compilation" messages coming out, perhaps something is failing and is not related to the shaders...

Re: xml based postprocessing framework

Posted: Thu Feb 09, 2012 2:24 pm
by tbw
hm,
I tested all shaders with AMD shader analyzer, so i've no idea so far ....

Re: xml based postprocessing framework

Posted: Thu Feb 09, 2012 9:19 pm
by Granyte
the only thing i get after recompiling irrlicht on debug and post process on debug to

is could not load sprite bank because the file does not exist

how ever there is much more output in OpenGL


Image

Image

Re: xml based postprocessing framework

Posted: Thu Feb 09, 2012 11:02 pm
by christianclavet
Looked at your pictures, compilation of the shaders seem to went well. So there is something else. TBW is the demo is running fine in DirectX? Have you tried compiling it to IRRlicht SVN? (From Granyte screenshot he's using the SVN version)...

Granyte have you changed something in the code to make it compile?

Re: xml based postprocessing framework

Posted: Fri Feb 10, 2012 12:30 am
by Granyte
nop nothing at all

also i recompiled it against the SVN after the precompiled version showed that behavior in case my computer was running a more recent version of the dx executable or what ever but nop no avail even the recompiled version against my version of the dx sdk does not help still a full black screen

is there any one else with AMD hardware that can make a test to be sure it's not juste my cfx being stuborn (even if i tryed running without CFX)