3Dmigoto now open-source...
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[quote="DarkStarSword"]Have you ever wanted to view the contents of a constant buffer live while playing the game? I know I sure have... Well, now you can: [/quote] I'm speechless, I've been waiting for it sine I started my journey with 3DM :D
DarkStarSword said:Have you ever wanted to view the contents of a constant buffer live while playing the game? I know I sure have... Well, now you can:


I'm speechless, I've been waiting for it sine I started my journey with 3DM :D

EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64

Posted 01/02/2017 03:06 AM   
[quote="Oomek"]I'm trying to draw 2 small debug resources ResourceDepthBuffer and ResourceLakePositionBuffer. Because ResourceLakePositionBuffer is using Draw = from_caller the area of the geometry gets updated, the rest of the resource contains stale information,so I'm using a custom shader to clear it. post run = CustomShaderClearRT does nothing. When I use run = CustomShaderClearRT the whole back buffer goes black. Do you know by any chance what am I doing wrong? I thought ResourceLakePositionBuffer = null will work, but it does nothing as well. [code] [ResourceDepthBuffer] [ResourceLakePositionBuffer] format = R8G8B8A8_UNORM max_copies_per_frame=1 [ShaderOverride-SkyPS] Hash = 5fb7805badf885b7 ResourceDepthBuffer = copy oD [CustomShaderPostprocess] vs = ShaderFixes\postProcess.vs.hlsl ps = ShaderFixes\postProcess.ps.hlsl blend = disable x1=rt_width y1=rt_height ps-t104 = bb ps-t105 = ResourceDepthBuffer ps-t106 = ResourceLakePositionBuffer o0 = bb draw = 6, 0 [ResourceBackupo0] [ResourceBackupo1] [CustomShaderPositionBuffer] blend = disable ps = ShaderFixes\position.ps.hlsl ResourceLakePositionBuffer = copy_desc o0 ResourceBackupo0 = ref o0 o0 = ResourceLakePositionBuffer Draw = from_caller post o0 = ResourceBackupo0 [ShaderOverride-665483756892af90-vs] hash = 665483756892af90 run = CustomShaderPositionBuffer [CustomShaderClearRT] blend = disable vs = ShaderFixes\clear_rt.vs.hlsl ps = ShaderFixes\clear_rt.ps.hlsl ResourceBackupo0 = ref o0 o0 = ResourceLakePositionBuffer Draw = 6, 0 post o0 = ResourceBackupo0 [Present] ResourceLakePositionBuffer = null run = CustomShaderClearRT //post run = CustomShaderClearRT run = CustomShaderPostprocess [/code] [/quote] Oh the irony, I've been debugging that debug view for the last 3 days and I'm stuck :) Is there something wrong with me :) ?
Oomek said:I'm trying to draw 2 small debug resources ResourceDepthBuffer and ResourceLakePositionBuffer. Because ResourceLakePositionBuffer is using Draw = from_caller the area of the geometry gets updated, the rest of the resource contains stale information,so I'm using a custom shader to clear it. post run = CustomShaderClearRT does nothing. When I use run = CustomShaderClearRT the whole back buffer goes black. Do you know by any chance what am I doing wrong? I thought ResourceLakePositionBuffer = null will work, but it does nothing as well.

[ResourceDepthBuffer]
[ResourceLakePositionBuffer]
format = R8G8B8A8_UNORM
max_copies_per_frame=1

[ShaderOverride-SkyPS]
Hash = 5fb7805badf885b7
ResourceDepthBuffer = copy oD

[CustomShaderPostprocess]
vs = ShaderFixes\postProcess.vs.hlsl
ps = ShaderFixes\postProcess.ps.hlsl
blend = disable
x1=rt_width
y1=rt_height
ps-t104 = bb
ps-t105 = ResourceDepthBuffer
ps-t106 = ResourceLakePositionBuffer
o0 = bb
draw = 6, 0

[ResourceBackupo0]
[ResourceBackupo1]

[CustomShaderPositionBuffer]
blend = disable
ps = ShaderFixes\position.ps.hlsl
ResourceLakePositionBuffer = copy_desc o0
ResourceBackupo0 = ref o0
o0 = ResourceLakePositionBuffer
Draw = from_caller
post o0 = ResourceBackupo0

[ShaderOverride-665483756892af90-vs]
hash = 665483756892af90
run = CustomShaderPositionBuffer

[CustomShaderClearRT]
blend = disable
vs = ShaderFixes\clear_rt.vs.hlsl
ps = ShaderFixes\clear_rt.ps.hlsl
ResourceBackupo0 = ref o0
o0 = ResourceLakePositionBuffer
Draw = 6, 0
post o0 = ResourceBackupo0

[Present]
ResourceLakePositionBuffer = null
run = CustomShaderClearRT //post run = CustomShaderClearRT
run = CustomShaderPostprocess



Oh the irony, I've been debugging that debug view for the last 3 days and I'm stuck :) Is there something wrong with me :) ?

EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64

Posted 01/02/2017 03:03 PM   
The order in the [Present] section is wrong - setting ResourceLakePositionBuffer to null removes your reference to it so the next two custom shaders then won't be able to use it, and you are running the clear custom shader before the debug custom shader, so again it won't have anything to render. Also, the "//post run = CustomShaderClearRT" comment is not the correct way to comment an ini file which would cause that whole line not to run (if it is running anyway that is technically a bug). Comments start with a semicolon and have to be on a line by themselves. It should be: [code] [Present] run = CustomShaderPostprocess run = CustomShaderClearRT ResourceLakePositionBuffer = null [/code] (At some point I need to add new keywords to clear render targets and UAVs using the API calls instead of having to use a custom shader - after reading one of NVIDIA's white papers I found out that the driver uses them to determine whether a resource needs to be propagated between frames/GPUs in AFR SLI).
The order in the [Present] section is wrong - setting ResourceLakePositionBuffer to null removes your reference to it so the next two custom shaders then won't be able to use it, and you are running the clear custom shader before the debug custom shader, so again it won't have anything to render.

Also, the "//post run = CustomShaderClearRT" comment is not the correct way to comment an ini file which would cause that whole line not to run (if it is running anyway that is technically a bug). Comments start with a semicolon and have to be on a line by themselves.

It should be:

[Present]
run = CustomShaderPostprocess
run = CustomShaderClearRT
ResourceLakePositionBuffer = null


(At some point I need to add new keywords to clear render targets and UAVs using the API calls instead of having to use a custom shader - after reading one of NVIDIA's white papers I found out that the driver uses them to determine whether a resource needs to be propagated between frames/GPUs in AFR SLI).

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 01/03/2017 12:55 AM   
[quote="DarkStarSword"]The order in the [Present] section is wrong - setting ResourceLakePositionBuffer to null removes your reference to it so the next two custom shaders then won't be able to use it, and you are running the clear custom shader before the debug custom shader, so again it won't have anything to render. Also, the "//post run = CustomShaderClearRT" comment is not the correct way to comment an ini file which would cause that whole line not to run (if it is running anyway that is technically a bug). Comments start with a semicolon and have to be on a line by themselves. It should be: [code] [Present] run = CustomShaderPostprocess run = CustomShaderClearRT ResourceLakePositionBuffer = null [/code][/quote] Unfortunately run = CustomShaderClearRT is making the whole screen black, I've already tried all the combinations, including your suggestion, so it must be something else. // line was added on the forum, forgive me my faux pas :)
DarkStarSword said:The order in the [Present] section is wrong - setting ResourceLakePositionBuffer to null removes your reference to it so the next two custom shaders then won't be able to use it, and you are running the clear custom shader before the debug custom shader, so again it won't have anything to render.

Also, the "//post run = CustomShaderClearRT" comment is not the correct way to comment an ini file which would cause that whole line not to run (if it is running anyway that is technically a bug). Comments start with a semicolon and have to be on a line by themselves.

It should be:

[Present]
run = CustomShaderPostprocess
run = CustomShaderClearRT
ResourceLakePositionBuffer = null


Unfortunately run = CustomShaderClearRT is making the whole screen black, I've already tried all the combinations, including your suggestion, so it must be something else.

// line was added on the forum, forgive me my faux pas :)

EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64

Posted 01/03/2017 01:05 AM   
That, was actually one of the orders I've tried first. What I posted was the illogical one which I tried when common sense started to fail me :) But why CustomShaderClearRT is painting over the backbuffer I have no clue. I have stated o0 = ResourceLakePositionBuffer, when I do not clear I can see it's beeing drawn on. CustomShaderPositionBuffer is working without issues.
That, was actually one of the orders I've tried first. What I posted was the illogical one which I tried when common sense started to fail me :) But why CustomShaderClearRT is painting over the backbuffer I have no clue. I have stated o0 = ResourceLakePositionBuffer, when I do not clear I can see it's beeing drawn on. CustomShaderPositionBuffer is working without issues.

EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64

Posted 01/03/2017 01:16 AM   
I can't see anything else wrong there - it can be worthwhile checking the d3d11_log.txt for 'WARNING', 'error' and the like, and take a frame analysis dump with 'analyse_options=log' and search the resulting FrameAnalysis-.../log.txt file for "3DMigoto" to check that all the command list commands happened in the order you expect.
I can't see anything else wrong there - it can be worthwhile checking the d3d11_log.txt for 'WARNING', 'error' and the like, and take a frame analysis dump with 'analyse_options=log' and search the resulting FrameAnalysis-.../log.txt file for "3DMigoto" to check that all the command list commands happened in the order you expect.

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 01/03/2017 01:31 AM   
I do not see any warnings in the d3d11_log [code] D3D11 DLL starting init - v 1.2.52 - Tue Jan 03 01:34:32 2017 ----------- d3dx.ini settings ----------- [Logging] calls=1 input=1 debug=0 unbuffered=0 force_cpu_affinity=0 [System] [Device] get_resolution_from=swap_chain [Stereo] automatic_mode=0 create_profile=0 force_no_nvapi=0 [Rendering] shader_hash=3dmigoto cache_shaders=0 use_criticalsection=1 rasterizer_disable_scissor=1 export_fixed=0 export_shaders=0 export_hlsl=0 dump_usage=1 stereo_params=125 ini_params=120 override_directory=C:\GAMES\STEAM\steamapps\common\DiRT 3 Complete Edition\ShaderFixes cache_directory=C:\GAMES\STEAM\steamapps\common\DiRT 3 Complete Edition\ShaderCache fix_sv_position=0 ... missing automatic ini section [Hunting] hunting=1 marking_mode=0 mark_snapshot=2 reload_config=VK_F9 toggle_hunting=VK_NUMPAD0 next_pixelshader=VK_NUMPAD2 previous_pixelshader=VK_NUMPAD1 mark_pixelshader=VK_NUMPAD3 take_screenshot=VK_SNAPSHOT next_indexbuffer=VK_NUMPAD8 previous_indexbuffer=VK_NUMPAD7 mark_indexbuffer=VK_NUMPAD9 next_vertexshader=VK_NUMPAD5 previous_vertexshader=VK_NUMPAD4 mark_vertexshader=VK_NUMPAD6 next_rendertarget=VK_MULTIPLY previous_rendertarget=VK_DIVIDE mark_rendertarget=VK_SUBTRACT done_hunting=VK_ADD reload_fixes=VK_F9 show_original=VK_F8 analyse_options=log dump_rt_jps clear_rt repeat_rate=6 [KeyChange3DVision2SBSOutputMode] type=cycle Cycle 1: x7=1 Cycle 2: x7=2 Cycle 3: x7=3 Cycle 4: x7=4 Cycle 5: x7=5 Cycle 6: x7=0 Key=F11 [Resource3DVision2SBSBackupTexture] [ResourceBackupo0] [ResourceDepthBuffer] [ResourceLakePositionBuffer] max_copies_per_frame=1 format=R8G8B8A8_UNORM [CustomShader3DVision2SBS] vs=ShaderFixes/3dvision2sbsvs.hlsl hs=null ds=null gs=null ps=ShaderFixes/3dvision2sbsps.hlsl blend=disable cull=none topology=triangle_strip o1=null o2=null o3=null o4=null o5=null o6=null o7=null od=null o0=set_viewport no_view_cache bb resource3dvision2sbsbackuptexture=reference ps-t100 ps-t100=stereo2mono bb vs-t125=stereoparams ps-t125=stereoparams vs-t120=iniparams ps-t120=iniparams draw=4, 0 post ps-t100=reference resource3dvision2sbsbackuptexture [CustomShaderClearRT] vs=ShaderFixes\clear_rt.vs.hlsl ps=ShaderFixes\clear_rt.ps.hlsl blend=disable resourcebackupo0=ref o0 o0=resourcelakepositionbuffer draw=6, 0 post o0=resourcebackupo0 [CustomShaderPositionBuffer] ps=ShaderFixes\position.ps.hlsl blend=disable resourcelakepositionbuffer=copy_desc o0 resourcebackupo0=ref o0 o0=resourcelakepositionbuffer draw=from_caller post o0=resourcebackupo0 [CustomShaderPostprocess] vs=ShaderFixes\postProcess.vs.hlsl ps=ShaderFixes\postProcess.ps.hlsl blend=disable x1=rt_width y1=rt_height ps-t104=bb ps-t105=resourcedepthbuffer ps-t106=resourcelakepositionbuffer o0=bb draw=6, 0 [ShaderOverride-SkyPS] Hash=5fb7805badf885b7 resourcedepthbuffer=copy od [ShaderOverride-Water1-vs] Hash=665483756892af90 run=customshaderpositionbuffer [ShaderOverride-Water2-vs] Hash=d140ce5685b3cd1d run=customshaderpositionbuffer [Present] run=customshaderpostprocess run=customshaderclearrt post resourcelakepositionbuffer=null [Constants] x7=0.00 [Profile] RecreateCompatibleTexture: Creating cached resource RecreateCompatibleTexture: Creating cached resource RecreateCompatibleTexture: Creating cached resource [/code] frame analysis log is a bit to big for paste bin, so I'll skip some data [code] analyse_options: 00200000 000001 3DMigoto resourcelakepositionbuffer = null ... 000440 3DMigoto resourcedepthbuffer = copy od 000440 3DMigoto performing full copy ... 000441 3DMigoto run customshaderpositionbuffer 000441 3DMigoto resourcelakepositionbuffer = copy_desc o0 000441 3DMigoto copying resource description 000441 3DMigoto resourcebackupo0 = ref o0 000441 3DMigoto copying by reference 000441 3DMigoto o0 = resourcelakepositionbuffer 000441 3DMigoto copying by reference 000441 3DMigoto Draw = from_caller -> DrawIndexed(600, 0, 0) 000441 3DMigoto o0 = resourcebackupo0 000441 3DMigoto copying by reference ... (occurring 10 times) 000584 3DMigoto run customshaderpostprocess 000584 3DMigoto x1 = rt_width (1920.000000) 000584 3DMigoto y1 = rt_height (1080.000000) 000584 3DMigoto ps-t104 = bb 000584 3DMigoto performing full copy 000584 3DMigoto ps-t105 = resourcedepthbuffer 000584 3DMigoto copying by reference 000584 3DMigoto ps-t106 = resourcelakepositionbuffer 000584 3DMigoto copying by reference 000584 3DMigoto o0 = bb 000584 3DMigoto copying by reference 000584 3DMigoto Draw(6, 0) 000584 3DMigoto run customshaderclearrt 000584 3DMigoto resourcebackupo0 = ref o0 000584 3DMigoto copying by reference 000584 3DMigoto o0 = resourcelakepositionbuffer 000584 3DMigoto copying by reference 000584 3DMigoto Draw(6, 0) 000584 3DMigoto o0 = resourcebackupo0 000584 3DMigoto copying by reference [/code]
I do not see any warnings in the d3d11_log

D3D11 DLL starting init - v 1.2.52 - Tue Jan 03 01:34:32 2017


----------- d3dx.ini settings -----------
[Logging]
calls=1
input=1
debug=0
unbuffered=0
force_cpu_affinity=0
[System]
[Device]
get_resolution_from=swap_chain
[Stereo]
automatic_mode=0
create_profile=0
force_no_nvapi=0
[Rendering]
shader_hash=3dmigoto
cache_shaders=0
use_criticalsection=1
rasterizer_disable_scissor=1
export_fixed=0
export_shaders=0
export_hlsl=0
dump_usage=1
stereo_params=125
ini_params=120
override_directory=C:\GAMES\STEAM\steamapps\common\DiRT 3 Complete Edition\ShaderFixes
cache_directory=C:\GAMES\STEAM\steamapps\common\DiRT 3 Complete Edition\ShaderCache
fix_sv_position=0
... missing automatic ini section
[Hunting]
hunting=1
marking_mode=0
mark_snapshot=2
reload_config=VK_F9
toggle_hunting=VK_NUMPAD0
next_pixelshader=VK_NUMPAD2
previous_pixelshader=VK_NUMPAD1
mark_pixelshader=VK_NUMPAD3
take_screenshot=VK_SNAPSHOT
next_indexbuffer=VK_NUMPAD8
previous_indexbuffer=VK_NUMPAD7
mark_indexbuffer=VK_NUMPAD9
next_vertexshader=VK_NUMPAD5
previous_vertexshader=VK_NUMPAD4
mark_vertexshader=VK_NUMPAD6
next_rendertarget=VK_MULTIPLY
previous_rendertarget=VK_DIVIDE
mark_rendertarget=VK_SUBTRACT
done_hunting=VK_ADD
reload_fixes=VK_F9
show_original=VK_F8
analyse_options=log dump_rt_jps clear_rt
repeat_rate=6
[KeyChange3DVision2SBSOutputMode]
type=cycle
Cycle 1: x7=1
Cycle 2: x7=2
Cycle 3: x7=3
Cycle 4: x7=4
Cycle 5: x7=5
Cycle 6: x7=0
Key=F11
[Resource3DVision2SBSBackupTexture]
[ResourceBackupo0]
[ResourceDepthBuffer]
[ResourceLakePositionBuffer]
max_copies_per_frame=1
format=R8G8B8A8_UNORM
[CustomShader3DVision2SBS]
vs=ShaderFixes/3dvision2sbsvs.hlsl
hs=null
ds=null
gs=null
ps=ShaderFixes/3dvision2sbsps.hlsl
blend=disable
cull=none
topology=triangle_strip
o1=null
o2=null
o3=null
o4=null
o5=null
o6=null
o7=null
od=null
o0=set_viewport no_view_cache bb
resource3dvision2sbsbackuptexture=reference ps-t100
ps-t100=stereo2mono bb
vs-t125=stereoparams
ps-t125=stereoparams
vs-t120=iniparams
ps-t120=iniparams
draw=4, 0
post ps-t100=reference resource3dvision2sbsbackuptexture
[CustomShaderClearRT]
vs=ShaderFixes\clear_rt.vs.hlsl
ps=ShaderFixes\clear_rt.ps.hlsl
blend=disable
resourcebackupo0=ref o0
o0=resourcelakepositionbuffer
draw=6, 0
post o0=resourcebackupo0
[CustomShaderPositionBuffer]
ps=ShaderFixes\position.ps.hlsl
blend=disable
resourcelakepositionbuffer=copy_desc o0
resourcebackupo0=ref o0
o0=resourcelakepositionbuffer
draw=from_caller
post o0=resourcebackupo0
[CustomShaderPostprocess]
vs=ShaderFixes\postProcess.vs.hlsl
ps=ShaderFixes\postProcess.ps.hlsl
blend=disable
x1=rt_width
y1=rt_height
ps-t104=bb
ps-t105=resourcedepthbuffer
ps-t106=resourcelakepositionbuffer
o0=bb
draw=6, 0
[ShaderOverride-SkyPS]
Hash=5fb7805badf885b7
resourcedepthbuffer=copy od
[ShaderOverride-Water1-vs]
Hash=665483756892af90
run=customshaderpositionbuffer
[ShaderOverride-Water2-vs]
Hash=d140ce5685b3cd1d
run=customshaderpositionbuffer
[Present]
run=customshaderpostprocess
run=customshaderclearrt
post resourcelakepositionbuffer=null
[Constants]
x7=0.00
[Profile]

RecreateCompatibleTexture: Creating cached resource
RecreateCompatibleTexture: Creating cached resource
RecreateCompatibleTexture: Creating cached resource


frame analysis log is a bit to big for paste bin, so I'll skip some data
analyse_options: 00200000
000001 3DMigoto resourcelakepositionbuffer = null
...
000440 3DMigoto resourcedepthbuffer = copy od
000440 3DMigoto performing full copy
...
000441 3DMigoto run customshaderpositionbuffer
000441 3DMigoto resourcelakepositionbuffer = copy_desc o0
000441 3DMigoto copying resource description
000441 3DMigoto resourcebackupo0 = ref o0
000441 3DMigoto copying by reference
000441 3DMigoto o0 = resourcelakepositionbuffer
000441 3DMigoto copying by reference
000441 3DMigoto Draw = from_caller -> DrawIndexed(600, 0, 0)
000441 3DMigoto o0 = resourcebackupo0
000441 3DMigoto copying by reference
... (occurring 10 times)

000584 3DMigoto run customshaderpostprocess
000584 3DMigoto x1 = rt_width (1920.000000)
000584 3DMigoto y1 = rt_height (1080.000000)
000584 3DMigoto ps-t104 = bb
000584 3DMigoto performing full copy
000584 3DMigoto ps-t105 = resourcedepthbuffer
000584 3DMigoto copying by reference
000584 3DMigoto ps-t106 = resourcelakepositionbuffer
000584 3DMigoto copying by reference
000584 3DMigoto o0 = bb
000584 3DMigoto copying by reference
000584 3DMigoto Draw(6, 0)
000584 3DMigoto run customshaderclearrt
000584 3DMigoto resourcebackupo0 = ref o0
000584 3DMigoto copying by reference
000584 3DMigoto o0 = resourcelakepositionbuffer
000584 3DMigoto copying by reference
000584 3DMigoto Draw(6, 0)
000584 3DMigoto o0 = resourcebackupo0
000584 3DMigoto copying by reference

EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64

Posted 01/03/2017 01:41 AM   
ignore that "post" before resourcelakepositionbuffer=null it was just another experiment.
ignore that "post" before resourcelakepositionbuffer=null it was just another experiment.

EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64

Posted 01/03/2017 01:47 AM   
Do you have any means to run it in game at the moment by any chance? I could give you the shaders. If you say everything is ok in the ini then I do not know, maybe I did something wrong in the shader's code, which I doubt. clear_rt is a carbon copy of your code. postprocess and position shader are running fine, so what is wrong? Have I discovered a bug?
Do you have any means to run it in game at the moment by any chance?
I could give you the shaders. If you say everything is ok in the ini then I do not know, maybe I did something wrong in the shader's code, which I doubt. clear_rt is a carbon copy of your code. postprocess and position shader are running fine, so what is wrong? Have I discovered a bug?

EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64

Posted 01/03/2017 01:51 AM   
By looking at the log I have a feeling the order is wrong, it should go like this: 1. ShaderOverride-665483756892af90-vs calls CustomShaderPositionBuffer which fills up ResourceLakePositionBuffer 2. CustomShaderPostprocess displays ResourceDepthBuffer and ResourceLakePositionBuffer in small windows 3. CustomShaderClearRT clears ResourceLakePositionBuffer [s](can also be called at the begining)[/s] edit: seems fine as I didn't see the 3dmigoto entries in the middle of the log file
By looking at the log I have a feeling the order is wrong, it should go like this:
1. ShaderOverride-665483756892af90-vs calls CustomShaderPositionBuffer which fills up ResourceLakePositionBuffer
2. CustomShaderPostprocess displays ResourceDepthBuffer and ResourceLakePositionBuffer in small windows
3. CustomShaderClearRT clears ResourceLakePositionBuffer (can also be called at the begining)

edit: seems fine as I didn't see the 3dmigoto entries in the middle of the log file

EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64

Posted 01/03/2017 02:04 AM   
This is how it supposed to look like (ignoring the stale data of the position buffer) when I do not clear the buffer. When I do the screen fills up with the color I set in the clear_rt.ps.hlsl [img]https://s29.postimg.org/x1smbqn6f/dirt3_game_2017_01_03_02_09_45_284.png[/img] Don't mind the lake, I just filled it up with solid color temporarily.
This is how it supposed to look like (ignoring the stale data of the position buffer) when I do not clear the buffer. When I do the screen fills up with the color I set in the clear_rt.ps.hlsl

Image

Don't mind the lake, I just filled it up with solid color temporarily.

EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64

Posted 01/03/2017 02:15 AM   
I've updated the log.txt with all the 3dmigoto entries I found.
I've updated the log.txt with all the 3dmigoto entries I found.

EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64

Posted 01/03/2017 02:29 AM   
I think I know what it is - you have ResourceLakePositionBuffer bound as both an input and output simultaneously, so DirectX will have ignored your attempt to bind it to o0, leaving the back buffer bound instead. Add these lines to [CustomShaderPostprocess]: post ps-t105 = null post ps-t106 = null
I think I know what it is - you have ResourceLakePositionBuffer bound as both an input and output simultaneously, so DirectX will have ignored your attempt to bind it to o0, leaving the back buffer bound instead.

Add these lines to [CustomShaderPostprocess]:
post ps-t105 = null
post ps-t106 = null

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

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Posted 01/03/2017 05:31 AM   
[quote="DarkStarSword"]I think I know what it is - you have ResourceLakePositionBuffer bound as both an input and output simultaneously, so DirectX will have ignored your attempt to bind it to o0, leaving the back buffer bound instead. Add these lines to [CustomShaderPostprocess]: post ps-t105 = null post ps-t106 = null[/quote] Still the same I'm afraid :/ What about the Back Buffer? I also read and write to it, is that legal?
DarkStarSword said:I think I know what it is - you have ResourceLakePositionBuffer bound as both an input and output simultaneously, so DirectX will have ignored your attempt to bind it to o0, leaving the back buffer bound instead.

Add these lines to [CustomShaderPostprocess]:
post ps-t105 = null
post ps-t106 = null


Still the same I'm afraid :/

What about the Back Buffer? I also read and write to it, is that legal?

EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64

Posted 01/03/2017 10:51 AM   
I'm losing my mind here. This does not make any sense... 4 days passed and I did not even start implementing ss reflections. I can start without debug view, but it will gonna be a guess work.
I'm losing my mind here. This does not make any sense... 4 days passed and I did not even start implementing ss reflections. I can start without debug view, but it will gonna be a guess work.

EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64

Posted 01/03/2017 03:04 PM   
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