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Re: xml based postprocessing framework

Posted: Fri Feb 10, 2012 1:27 am
by christianclavet
Hi, I've not the last version, so I downloaded it and tested it.

Tested on my main computer (NVIDIA GeForce GTX460): Fast to compile and all reported ok.

Tested on my HTPC (Using ATI Radeon card). All is OK there. I've got a selection of my main output as a proof:
Irrlicht Engine version 1.8.0-alpha
Microsoft Windows 7 Home Premium Edition Service Pack 1 (Build 7601)
Using renderer: Direct3D 9.0
ATI Mobility Radeon HD 5000 Series aticfx32.dll 8.17.10.1091
Could not load sprite bank because the file does not exist: #DefaultFont
compiling material Full Screen Quad
compiling material Invert
compiling material Sepia
compiling material Grayscale
compiling material Simple Bloom
compiling material Downscale
compiling material Luminance Pass 1 (Init)
compiling material Luminance Pass 2 (Iteration)
compiling material Luminance Pass 3 (Iteration)
compiling material Luminance Pass 4 (Iteration)
compiling material Luminance Pass 5 (Iteration)
compiling material Luminance Pass 6 (Adaption)
compiling material Brightpass
compiling material Luminance (Save)
compiling material Horizontal Blur (Pass 0)
compiling material Vertical Blur (Pass 0)
compiling material Downscale Blur (Pass 1)
compiling material Horizontal Blur (Pass 1)
compiling material Vertical Blur (Pass 1)
compiling material Downscale Blur (Pass 2)
compiling material Horizontal Blur (Pass 2)
compiling material Vertical Blur (Pass 2)
compiling material Downscale Blur (Pass 3)
compiling material Horizontal Blur (Pass 3)
compiling material Vertical Blur (Pass 3)
compiling material Upscale Blur (Pass 0)
compiling material Upscale Blur (Pass 1)
compiling material Upscale Blur (Pass 2)
compiling material Accumulate (Final Pass)
compiling material Motion Blur
compiling material Save Frame
compiling material Nightvison
Loaded texture: //PC_CRI_CRI/Public/post/postprocess/media/textures/postprocess/
noise1.png
Loaded texture: //PC_CRI_CRI/Public/post/postprocess/media/textures/postprocess/
scope.png
compiling material Dreamvision
compiling material Posterize
compiling material Sharpen
compiling material Embossed
compiling material Tiling
compiling material Displacement
Loaded texture: //PC_CRI_CRI/Public/post/postprocess/media/textures/postprocess/
water.png
compiling material Scratched
Loaded texture: //PC_CRI_CRI/Public/post/postprocess/media/textures/postprocess/
noise2.png
compiling material Pencil Scetch
Loaded texture: //PC_CRI_CRI/Public/post/postprocess/media/textures/postprocess/
pencil.png
compiling material Downscale
compiling material Horizontal Blur
compiling material Vertical Blur
compiling material Water
compiling material Color
compiling material Pulsing
compiling material Shake
compiling material Desaturate
compiling material Radial Blur
compiling material Downscale
compiling material Horizontal Blur
compiling material Vertical Blur
compiling material Depth of Field
compiling material Vignette
compiling material Final Pass
compiling material Depth
Loaded texture: 032-03a.jpg
Loaded texture: v064-02d.jpg
Loaded texture: lig_b064-01a.jpg
Loaded texture: 032-04d.jpg
Loaded texture: 032-03b.jpg
Loaded texture: v128-03c.jpg
Loaded texture: block02c.jpg
Loaded texture: block01d.jpg
Loaded texture: 128-comb1.jpg
Loaded texture: stone04d.jpg
Loaded texture: block01c.jpg
Loaded texture: 064-02b.jpg
Loaded texture: block02b.jpg
Loaded texture: stone03d.jpg
Loaded texture: stone04a.jpg
Loaded texture: 096-01c.jpg
Loaded texture: s128-02a.jpg
Loaded texture: block06b.jpg
Loaded texture: v128-04d.jpg
Loaded texture: 032-01a.jpg
Loaded texture: v128-02a.jpg
Loaded texture: v128-02d.jpg
Loaded texture: lig_b064-01c.jpg
Loaded texture: block01a.jpg
Loaded texture: 256-03a.jpg
Loaded texture: v064-02a.jpg
Loaded texture: 032-04c.jpg
Loaded texture: block02a.jpg
Loaded texture: 064-01c.jpg
Loaded texture: block06a.jpg
Loaded texture: stone03c.jpg
Loaded texture: lig_b064-01b.jpg
Loaded texture: stone03a.jpg
Loaded texture: 064-04b.jpg
Loaded texture: v064-03b.jpg
Loaded texture: 064-01b.jpg
Loaded texture: 064-03b.jpg
Loaded texture: v064-02b.jpg
Loaded texture: v064-01a.jpg
Loaded texture: v064-02c.jpg
Loaded texture: 064-02c.jpg
Loaded texture: grate1a.tga
Loaded texture: 032-01b.jpg
Loaded texture: v064-01c.jpg
Loaded texture: v064-01d.jpg
Loaded texture: stone05a.jpg
Loaded texture: zbighouse-logo.jpg
Loaded texture: block02d.jpg
Loaded texture: v064-03e.jpg
Loaded texture: v128-01a.jpg
Loaded texture: 128-01a.jpg
Loaded texture: nnk05stone.jpg
Loaded texture: 128-03a.jpg
Loaded texture: lig_v192-01ba.jpg
Loaded texture: s128-02b.jpg
Loaded texture: block01b.jpg
Loaded texture: nunuktelep.jpg
Loaded texture: v128-02b.jpg
Loaded texture: v096-01c.jpg
Loaded texture: zbatcula-logo.jpg
Loaded texture: sand1b.jpg
Loaded mesh: chiropteraDM.bsp
Loaded texture: //PC_CRI_CRI/Public/post/postprocess/media/skybox/irrlicht2_bk.j
pg
Loaded texture: //PC_CRI_CRI/Public/post/postprocess/media/skybox/irrlicht2_ft.j
pg
Loaded texture: //PC_CRI_CRI/Public/post/postprocess/media/skybox/irrlicht2_rt.j
pg
Loaded texture: //PC_CRI_CRI/Public/post/postprocess/media/skybox/irrlicht2_lf.j
pg
Loaded texture: //PC_CRI_CRI/Public/post/postprocess/media/skybox/irrlicht2_dn.j
pg
Loaded texture: //PC_CRI_CRI/Public/post/postprocess/media/skybox/irrlicht2_up.j
pg
Needed 42ms to create Octree SceneNode.(215 nodes, 23145 polys)
Resizing window (1024 768)
Resetting D3D9 device.
I pressed M to change the mode and then P to try the different shaders and as TBW mentionned, they all seem to work fine on my HTPC ATI chipset (Dell Zino HD).

Granyte, Is your computer setup have something special? (Crossfire? Using Lucidlogix GPU virtualisation solution?) How could ATI make their own chipset incompatible?
Have you tested from the demo directly or done your own build? Have you tried to disable Crossfire and done another test?

Re: xml based postprocessing framework

Posted: Fri Feb 10, 2012 6:24 am
by Granyte
my setup is mobile crossfire XD so ya it can be considered as quite special

intel core 2 extreme Quad QX9300
ATI 2X 4850 mobility CFX

i tryed both running the demo downloaded directly AND recompiling the solution with my irrlicht from the trunk and both result to black screen in DX mode

i just did tryed disabeling crossfire so i guess we need some one else with a intel chipset and a dedicated ATI gpu?

EDIT actualy i just tryed on my GF laptop wich completly use a AMD chipset and the integrated GPU is a 3100 and yet she has the same issue

how long since you updated you drivers?
cause i'm running catalyst 12.1 and her laptop is running 11.4

Re: xml based postprocessing framework

Posted: Fri Feb 10, 2012 8:23 am
by tbw
Hy granyte,
one important difference between the first and the last version is the final pass technique.
The first version uses a simple screenquad, the last version uses the fxaa algo.
What happens if you replace the finalpass?

Code: Select all

 <Effect id="1" name="Render To Screen">
 <ShaderPostProcess name="FinalPass" vsFile="postprocess/vertex.vsh" vsType="0" psFile="postprocess/finalpass_fxaa.psh" psType="7" psUseBufferWidth="1" psUseBufferHeight="1">
  <Texture index="0" textureClamp="1" /> 
  <RenderSource path="auxIn" /> 
  <RenderTarget path="" /> 
  </ShaderPostProcess>
  </Effect>

Code: Select all

 <Effect id="1" name="Render To Screen">
<ShaderPostProcess name="Full Screen Quad" vsFile="postprocess/vertex.vsh" vsType="0" psFile="postprocess/screenquad.psh" psType="4">
  <Texture index="0" textureClamp="1" /> 
  <RenderSource path="auxIn" /> 
  <RenderTarget path="" /> 
  </ShaderPostProcess>
  </Effect>
Maybe the fxxaa is the problem...

Re: xml based postprocessing framework

Posted: Fri Feb 10, 2012 9:54 am
by Granyte
that was it it's all working now

Re: xml based postprocessing framework

Posted: Fri Feb 10, 2012 1:18 pm
by christianclavet
Humm... Strange that it still work on the Zino (Also on AMD/ATI Chipset). Perhaps that method (fxxaa) on "Crossfire" is not appreciated by the 2 cards... For the intel chipset, When I will have some more time, I can give you the names of the shaders that don't compile, you will only have to remove them from the list and it will work.

EDIT: By the way my catalyst version is 11.08.

Thanks

Re: xml based postprocessing framework

Posted: Fri Feb 10, 2012 6:59 pm
by tbw
I had a deeper look into the final pass. Maybe the include of the fxaa.h causes some problems.
(especially in Granyte's case.)
I've uploaded an alternative version with the fxaa source embedded directly in the finalpass_fxaa.psh also for the d3d case (as it was done already for the opengl version).
@Granyte: if you find the time it would be nice if you could test this version.
Here is the downlad path: http://www.van-helsing-band.de/irrlicht ... ocess2.zip

Re: xml based postprocessing framework

Posted: Fri Feb 10, 2012 7:44 pm
by Granyte
Crossfire is disabeled for testing rightnow and i tested on an other laptop with only a single integrated AMD GPU so i think it's the mobile cards driver that does this maybe they are more touchy on what they accept than thier desktop varian

That new version is not working ethier

Re: xml based postprocessing framework

Posted: Fri Feb 10, 2012 7:53 pm
by tbw
very strange! I developed this on a very limited machine (board integrated intel grafics) and tested it meanwhile on a lot of other systems (INTEL, AMD, NVIDIA, ATI ...).
Of course systems that lack support on higher ps versions does not support the shaders which demand this. But in general the pp framework worked on all machines.
So actually I'm running out of ideas :?

Re: xml based postprocessing framework

Posted: Fri Feb 10, 2012 8:52 pm
by Granyte
seeing that it's working on desktop GPU and so far i tested only on laptop and both of them gave the same issue i guess that the issue lies there

but as to understand why i guess we are screwed until we have some one on AMD devloper central that can obtain answer from thier driver team

Re: xml based postprocessing framework

Posted: Sat Feb 11, 2012 7:18 pm
by REDDemon
on my laptop ATI mobility 4570 all demos works fine except "scratched" wich gives a blackscreen. I had also to change a bit the shaders to compile with glsl 1.2 and the PP framework still don't compile on mingw but only in Visual studio (some problem with the irr::core::map class).

Re: xml based postprocessing framework

Posted: Sun Feb 12, 2012 12:09 am
by Granyte
wich version of catalyst mobility are you running (if you are running catalyst mobility)?

Re: xml based postprocessing framework

Posted: Thu Nov 01, 2012 3:55 pm
by Abraxas)
Hello guys,

I'm trying to read through the FXAA shader but it's just a mess.

Would it be possible to delete all the code for PS3 and 360 and just present a simplified file where I can actually understand what values to pass?

Thanks.

Re: xml based postprocessing framework

Posted: Thu Nov 01, 2012 10:55 pm
by Granyte
I woudl advise agains't using the FXAA shader in real devlopement aas it does not work on some hardware

Re: xml based postprocessing framework

Posted: Fri Nov 02, 2012 1:04 pm
by devsh
I would advise against using XML based post processing cause these things really have to be optimized

Re: xml based postprocessing framework

Posted: Fri Nov 02, 2012 4:28 pm
by ACE247
Yip its generally f* slow if done in any way other than perfect :D