3Dmigoto now open-source...
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I have a feature suggestion/request. Let me know what you guys think, and if it's easy to implement. It relates to making it easier to know which txt file relates to which shader. I add comments to all of my txt files, but that doesn't solve the problem of the filenames themselves being not human-readable. I have about 20 shader files in my project at the moment. (and I know that other mods can have many more), and finding just the one I need is like looking for a needle in a haystack, opening each file one by one to read the comments. I imagine it'd be even more laborious for another modder coming into my project from the outside. I can think of two ways to alleviate this. Both methods combined would probably be best, though if I had to choose only one, I'd choose #2 [color="orange"]SUGGESTION #1[/color] Tell 3dmigoto to ignore everything after "...s_replace". (I've already suggested this on the The Crew thread). That way, we could append human-readable names to the end of filenames. For example: 3db28d419ad4b63c-vs_replace-HUD_healthBar.txt 1c386d569ad7bb3d-vs_replace-HUD_compassBck.txt 5e928d488ad4bba5-vs_replace-Shadows_carInterior.txt An even better way, if it's possible, would allow us to append human-readable names to the beginning of the file. This would make "sort by name" useful. Perhaps 3dmigoto could be told to ignore everything that came BEFORE, say, "_o_". The above files could then look like this: HUD_healthBar_o_3db28d419ad4b63c-vs_replace.txt HUD_compassBck_o_1c386d569ad7bb3d-vs_replace.txt Shadows_carInterior_o_5e928d488ad4bba5-vs_replace.txt [color="orange"]SUGGESTION #2[/color] Tell 3Dmigoto to search for shader override txt files in ShaderFixes AND any subfolders. That way, modders can organise their mods by creating appropriate folders and dragging and dropping shaders into them as they work. For example: ShaderFixes\fixed ShaderFixes\HUD ShaderFixes\character ShaderFixes\shadows ShaderFixes\shadows\npc ShaderFixes\bloom ShaderFixes\too hard - maybe later
I have a feature suggestion/request. Let me know what you guys think, and if it's easy to implement.

It relates to making it easier to know which txt file relates to which shader. I add comments to all of my txt files, but that doesn't solve the problem of the filenames themselves being not human-readable. I have about 20 shader files in my project at the moment. (and I know that other mods can have many more), and finding just the one I need is like looking for a needle in a haystack, opening each file one by one to read the comments. I imagine it'd be even more laborious for another modder coming into my project from the outside.

I can think of two ways to alleviate this. Both methods combined would probably be best, though if I had to choose only one, I'd choose #2



SUGGESTION #1



Tell 3dmigoto to ignore everything after "...s_replace". (I've already suggested this on the The Crew thread).

That way, we could append human-readable names to the end of filenames. For example:

3db28d419ad4b63c-vs_replace-HUD_healthBar.txt
1c386d569ad7bb3d-vs_replace-HUD_compassBck.txt
5e928d488ad4bba5-vs_replace-Shadows_carInterior.txt

An even better way, if it's possible, would allow us to append human-readable names to the beginning of the file. This would make "sort by name" useful. Perhaps 3dmigoto could be told to ignore everything that came BEFORE, say, "_o_". The above files could then look like this:

HUD_healthBar_o_3db28d419ad4b63c-vs_replace.txt
HUD_compassBck_o_1c386d569ad7bb3d-vs_replace.txt
Shadows_carInterior_o_5e928d488ad4bba5-vs_replace.txt



SUGGESTION #2


Tell 3Dmigoto to search for shader override txt files in ShaderFixes AND any subfolders.

That way, modders can organise their mods by creating appropriate folders and dragging and dropping shaders into them as they work. For example:

ShaderFixes\fixed
ShaderFixes\HUD
ShaderFixes\character
ShaderFixes\shadows
ShaderFixes\shadows\npc
ShaderFixes\bloom
ShaderFixes\too hard - maybe later

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Posted 03/20/2015 02:11 AM   
^That sounds quite useful
^That sounds quite useful

Posted 03/20/2015 03:29 AM   
That's not a bad suggestion at all. I'm still busy implementing text overlays though. It's hard. :-> For finding these files, why not use the search box? When I have my list of shaders in ShaderFixes, I just use the search box, top right, and put in say 'hud'. That shows me a list of shaders with the word 'hud' in them, generally the comments I've added to the files. There is a small preview there as well, which makes it fairly clear which I'm looking for. An example: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/63774/[/img] Having some organization on the fixes might be nice though, no question. The only problem there is that now I have to manually put things in the right places, and remember to keep them sorted as I add new shaders that match prior stuff. In general, I don't like mechanisms that require me to do manual sorting, and much prefer global text searches.
That's not a bad suggestion at all. I'm still busy implementing text overlays though. It's hard. :->


For finding these files, why not use the search box? When I have my list of shaders in ShaderFixes, I just use the search box, top right, and put in say 'hud'. That shows me a list of shaders with the word 'hud' in them, generally the comments I've added to the files.

There is a small preview there as well, which makes it fairly clear which I'm looking for.

An example:

Image


Having some organization on the fixes might be nice though, no question. The only problem there is that now I have to manually put things in the right places, and remember to keep them sorted as I add new shaders that match prior stuff. In general, I don't like mechanisms that require me to do manual sorting, and much prefer global text searches.
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Posted 03/20/2015 11:46 AM   
Somehow I had no idea Explorer searched inside files. I've never seen that preview window. Your method definitely sounds useful. I guess my suggestions do ask for a bit more work from the modder. But they also add the ability to get a mental map of all the shaders at a glance, which I'm personally a fan of. My suggestion #1 would also help differentiate the files while working with multiple files in notepad++ It occurs to me though that my suggestions might introduce a complication. What happens when the user presses numpad3 or numpad6 to resave an existing shader file? Will 3dmigoto know how to avoid duplicating a file even when its name/location has changed?
Somehow I had no idea Explorer searched inside files. I've never seen that preview window. Your method definitely sounds useful.

I guess my suggestions do ask for a bit more work from the modder. But they also add the ability to get a mental map of all the shaders at a glance, which I'm personally a fan of.

My suggestion #1 would also help differentiate the files while working with multiple files in notepad++

It occurs to me though that my suggestions might introduce a complication. What happens when the user presses numpad3 or numpad6 to resave an existing shader file? Will 3dmigoto know how to avoid duplicating a file even when its name/location has changed?

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Posted 03/20/2015 11:10 PM   
[quote="bo3b"]I'm still busy implementing text overlays though. It's hard. :->[/quote]Are you bringing back DXGI for the overlay? I figure you will need it to know when Present() is called so you can add the extra draw call for the overlay right before it, or have you come up with a different method? [quote="Volnaiskra"]It occurs to me though that my suggestions might introduce a complication. What happens when the user presses numpad3 or numpad6 to resave an existing shader file? Will 3dmigoto know how to avoid duplicating a file even when its name/location has changed?[/quote]And what does it do if there are multiple files with the same hash? At the moment it can find the files very quickly when the game creates a shader because it knows exactly what the filename will be, but to implement this suggestion it will have to search for the files by patten for each one. It's not a bad suggestion, I'm just thinking out loud here. I waited for Bo3b to reply here because I figured he would have the Windows answer ;-p Since I'm a Linux guy even when I'm using Windows I tend to use cygwin to give me a Unix-like command line and all the commands I'm familiar with (not to mention decent tab-completion). For this workflow I use grep (which is basically the same thing as the search bar) and 'head -n 1 *.txt | less' to grab the first line from each file (where I have usually added a comment about the file).
bo3b said:I'm still busy implementing text overlays though. It's hard. :->
Are you bringing back DXGI for the overlay? I figure you will need it to know when Present() is called so you can add the extra draw call for the overlay right before it, or have you come up with a different method?

Volnaiskra said:It occurs to me though that my suggestions might introduce a complication. What happens when the user presses numpad3 or numpad6 to resave an existing shader file? Will 3dmigoto know how to avoid duplicating a file even when its name/location has changed?
And what does it do if there are multiple files with the same hash? At the moment it can find the files very quickly when the game creates a shader because it knows exactly what the filename will be, but to implement this suggestion it will have to search for the files by patten for each one. It's not a bad suggestion, I'm just thinking out loud here.

I waited for Bo3b to reply here because I figured he would have the Windows answer ;-p Since I'm a Linux guy even when I'm using Windows I tend to use cygwin to give me a Unix-like command line and all the commands I'm familiar with (not to mention decent tab-completion). For this workflow I use grep (which is basically the same thing as the search bar) and 'head -n 1 *.txt | less' to grab the first line from each file (where I have usually added a comment about the file).

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Posted 03/21/2015 01:55 AM   
[quote="DarkStarSword"][quote="bo3b"]I'm still busy implementing text overlays though. It's hard. :->[/quote]Are you bringing back DXGI for the overlay? I figure you will need it to know when Present() is called so you can add the extra draw call for the overlay right before it, or have you come up with a different method?[/quote] Current plan is to use the DirectXTK that is open-source from Microsoft. This is sort of the newest version of their DirectX tools like XNA and older toolkits that are all deprecated. This includes a lot of other stuff that we don't presently need, but might be handy at some point. The primary reason to use this is ease of development, including creating required bitmap style fonts with their tools. Having noted that, in terms of ease of development, it's been hard. The use of namespaces to wrap the d3d11.h conflicts with the DirectXTK directly, and I could not come up with an answer. In retrospect, it would have been faster to have built my own version of on-screen font blitting and hack it in with all the rest, but when adding new stuff, I really want it to be improved, not just hacked in. I decided now was the time to retire that bad architecture and so I'm about 75% of the way through a complete restructuring of the project. This will make future merges seriously hard and annoying, so please let me know if you have anything pending. The goal of this restructuring is to get the objects back to being actual objects. This will allow us to attach class variables to the wrapper objects, and later on get away from passing around globals. And restructure the header/cpp files so that we have legit headers and separate compilation units like normal. For the actual drawing code, haven't gotten there yet, but I'm planning to try the easy thing first and only change if I need to. Easy thing is to drop the drawing into RunFrameActions so it only draws with the usual cycle. It's not yet clear to me whether we'll get any conflict with other drawing, or whether DirectXTK provides with me an overlay layer that is on-top of everything else. Like I say, I'll try easy first, and only go the DXGI route if required. We'll see. Not quite there yet. Runtime environment for returning actual objects is a little borked like you'd expect, because there are no true C++ objects for Direct3D, only their bizarre Interface plus COM objects which doesn't map too well to C++ objects. (e.g. to get to a superclass you are expected to use QueryInterface) This might all end up a waste of time, but I wanted to see if I could make a better layer over the Direct3D calls.
DarkStarSword said:
bo3b said:I'm still busy implementing text overlays though. It's hard. :->
Are you bringing back DXGI for the overlay? I figure you will need it to know when Present() is called so you can add the extra draw call for the overlay right before it, or have you come up with a different method?

Current plan is to use the DirectXTK that is open-source from Microsoft. This is sort of the newest version of their DirectX tools like XNA and older toolkits that are all deprecated. This includes a lot of other stuff that we don't presently need, but might be handy at some point. The primary reason to use this is ease of development, including creating required bitmap style fonts with their tools.

Having noted that, in terms of ease of development, it's been hard. The use of namespaces to wrap the d3d11.h conflicts with the DirectXTK directly, and I could not come up with an answer. In retrospect, it would have been faster to have built my own version of on-screen font blitting and hack it in with all the rest, but when adding new stuff, I really want it to be improved, not just hacked in. I decided now was the time to retire that bad architecture and so I'm about 75% of the way through a complete restructuring of the project.

This will make future merges seriously hard and annoying, so please let me know if you have anything pending.

The goal of this restructuring is to get the objects back to being actual objects. This will allow us to attach class variables to the wrapper objects, and later on get away from passing around globals. And restructure the header/cpp files so that we have legit headers and separate compilation units like normal.


For the actual drawing code, haven't gotten there yet, but I'm planning to try the easy thing first and only change if I need to. Easy thing is to drop the drawing into RunFrameActions so it only draws with the usual cycle. It's not yet clear to me whether we'll get any conflict with other drawing, or whether DirectXTK provides with me an overlay layer that is on-top of everything else. Like I say, I'll try easy first, and only go the DXGI route if required.

We'll see. Not quite there yet. Runtime environment for returning actual objects is a little borked like you'd expect, because there are no true C++ objects for Direct3D, only their bizarre Interface plus COM objects which doesn't map too well to C++ objects. (e.g. to get to a superclass you are expected to use QueryInterface)

This might all end up a waste of time, but I wanted to see if I could make a better layer over the Direct3D calls.

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Posted 03/21/2015 02:50 AM   
[quote="bo3b"]I decided now was the time to retire that bad architecture and so I'm about 75% of the way through a complete restructuring of the project.[/quote]Sweet! the code has been desperately in need of that restructure for some time :) [quote]This will make future merges seriously hard and annoying, so please let me know if you have anything pending.[/quote]No worries - I don't have anything pending at the moment, and have other things to work on, so I'll hold off on implementing anything new in 3Dmigoto until this is done :)
bo3b said:I decided now was the time to retire that bad architecture and so I'm about 75% of the way through a complete restructuring of the project.
Sweet! the code has been desperately in need of that restructure for some time :)

This will make future merges seriously hard and annoying, so please let me know if you have anything pending.
No worries - I don't have anything pending at the moment, and have other things to work on, so I'll hold off on implementing anything new in 3Dmigoto until this is done :)

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Posted 03/21/2015 04:18 AM   
[quote="DarkStarSword"][quote="bo3b"]I decided now was the time to retire that bad architecture and so I'm about 75% of the way through a complete restructuring of the project.[/quote]Sweet! the code has been desperately in need of that restructure for some time :)[/quote] There's never a good time, right? This one pushed me over the edge to biting the bullet. Oh yes! No more .h includes at the bottom of the .cpp file. No more DXGI QueryInterface wrapping. No D3D11Base/Wrapper namespaces. It's a WIP, but it compiles, links, and, miraculously, loads. Blows up immediately of course, but it's been a long path to get here. Some of those linking problems were seriously bending my brain. I'm continuing to debug, but if you want to take an early look, I just published the exp_DirectXTK branch.
DarkStarSword said:
bo3b said:I decided now was the time to retire that bad architecture and so I'm about 75% of the way through a complete restructuring of the project.
Sweet! the code has been desperately in need of that restructure for some time :)

There's never a good time, right? This one pushed me over the edge to biting the bullet.

Oh yes! No more .h includes at the bottom of the .cpp file. No more DXGI QueryInterface wrapping. No D3D11Base/Wrapper namespaces.

It's a WIP, but it compiles, links, and, miraculously, loads. Blows up immediately of course, but it's been a long path to get here. Some of those linking problems were seriously bending my brain.

I'm continuing to debug, but if you want to take an early look, I just published the exp_DirectXTK branch.

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Posted 03/21/2015 09:27 AM   
OK, very happy to report that I'm complete with my refactor. And, it actually works! There are possibly a few small things I'll tune up, but overall I hope the structure is dramatically improved from before. I also found and fixed another 4 or so multi-threading bugs, including that nasty one that has been plaguing me in the Decompiler. Should be a lot more stable, and I ran it against Mordor multiple times as a check. Mordor was the first case where we really got multi-threading crashes. Full shader dumps are working, and shader hunting is also working. No guarantees I didn't break something of course. This will generate a full break from past code bases. There will be no good way to merge or update, because everything has been renamed and moved to new locations. Full code running in exp_DirectXTK branch. Are there expected Git or Github techniques for handling a refactor of this form? We could also switch to a new branch for primary development, 'master' is just the default.
OK, very happy to report that I'm complete with my refactor. And, it actually works!

There are possibly a few small things I'll tune up, but overall I hope the structure is dramatically improved from before.

I also found and fixed another 4 or so multi-threading bugs, including that nasty one that has been plaguing me in the Decompiler. Should be a lot more stable, and I ran it against Mordor multiple times as a check. Mordor was the first case where we really got multi-threading crashes.

Full shader dumps are working, and shader hunting is also working. No guarantees I didn't break something of course.


This will generate a full break from past code bases. There will be no good way to merge or update, because everything has been renamed and moved to new locations.

Full code running in exp_DirectXTK branch.


Are there expected Git or Github techniques for handling a refactor of this form? We could also switch to a new branch for primary development, 'master' is just the default.

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Posted 03/23/2015 07:38 AM   
[quote="bo3b"]OK, very happy to report that I'm complete with my refactor. And, it actually works![/quote]Sweet :) [quote]Are there expected Git or Github techniques for handling a refactor of this form? We could also switch to a new branch for primary development, 'master' is just the default.[/quote]If you're happy with it just make it master, because people are used to that convention and tend to miss other branches. In general there are two other common branch names that projects may use and have relatively well understood meanings: 'next' (or sometimes 'dev') for code that will become the master at some point, but isn't ready yet, and 'stable' for a branch based of an old release that only receives bug fixes.
bo3b said:OK, very happy to report that I'm complete with my refactor. And, it actually works!
Sweet :)

Are there expected Git or Github techniques for handling a refactor of this form? We could also switch to a new branch for primary development, 'master' is just the default.
If you're happy with it just make it master, because people are used to that convention and tend to miss other branches.

In general there are two other common branch names that projects may use and have relatively well understood meanings: 'next' (or sometimes 'dev') for code that will become the master at some point, but isn't ready yet, and 'stable' for a branch based of an old release that only receives bug fixes.

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Posted 03/23/2015 08:04 AM   
Will this impact people like me who use it to make fixes, but don't alter 3dmigoto itself?
Will this impact people like me who use it to make fixes, but don't alter 3dmigoto itself?

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Posted 03/23/2015 01:21 PM   
[quote="Volnaiskra"]Will this impact people like me who use it to make fixes, but don't alter 3dmigoto itself? [/quote] Should be transparent. Just makes it easier for us to add features and fix the code. Feature-wise it's supposed to be the same. I might have broken something though, it's the peril of refactoring. So I'll be making a 1.0 release of the older code base as a good stopping point there, and then move it all to the new code.
Volnaiskra said:Will this impact people like me who use it to make fixes, but don't alter 3dmigoto itself?

Should be transparent. Just makes it easier for us to add features and fix the code. Feature-wise it's supposed to be the same.

I might have broken something though, it's the peril of refactoring. So I'll be making a 1.0 release of the older code base as a good stopping point there, and then move it all to the new code.

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Posted 03/24/2015 01:39 AM   
Speaking of being able to add things to the code- what about: [img]http://bo3b.net/alien/AI21_50.jps[/img] It's about 1/3 busted, and flickers like mad, but hey, it doesn't crash. :->
Speaking of being able to add things to the code- what about:

Image


It's about 1/3 busted, and flickers like mad, but hey, it doesn't crash. :->

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Posted 03/27/2015 12:21 PM   
I found a shader and I want to disable it, but I don't understand what this means: [quote]Not a fix, but for a quick disable, you can set the output location to zero in a vertex shader. Like:o2 = 0; Remember, this is HLSL not asm.[/quote] What is the output location? Yeah I'm a noob at this :)
I found a shader and I want to disable it, but I don't understand what this means:

Not a fix, but for a quick disable, you can set the output location to zero in a vertex shader. Like:o2 = 0; Remember, this is HLSL not asm.


What is the output location? Yeah I'm a noob at this :)

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Posted 04/04/2015 11:13 PM   
Look at the top of the main function for the input and output parameters, and find the output SV_Position0: [code]void main( int4 v0 : position0, float4 v1 : normal0, float4 v2 : color0, out float4 o0 : SV_Position0, out float o1 : SV_ClipDistance0, out float4 o2 : TEXCOORD0) [/code] In this case it's o0, so add a line immediately above the "return;" (not "ret") at the end of the function like "o0 = 0;"
Look at the top of the main function for the input and output parameters, and find the output SV_Position0:

void main(
int4 v0 : position0,
float4 v1 : normal0,
float4 v2 : color0,
out float4 o0 : SV_Position0,
out float o1 : SV_ClipDistance0,
out float4 o2 : TEXCOORD0)


In this case it's o0, so add a line immediately above the "return;" (not "ret") at the end of the function like "o0 = 0;"

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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 04/04/2015 11:54 PM   
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