The different beep means that the shader contains errors. To disable the shader, do what I said before: skip it in "d3dx.ini" and then delete the shader file. Another option is fixing those errors, but it can be complex.
The different beep means that the shader contains errors. To disable the shader, do what I said before: skip it in "d3dx.ini" and then delete the shader file. Another option is fixing those errors, but it can be complex.
Skipping it is out of the question, it does more than one thing - it basically handles rendering of entire object and only one param handles the glow tint color so i guess fixing it is the only solution to mod it.
Skipping it is out of the question, it does more than one thing - it basically handles rendering of entire object and only one param handles the glow tint color so i guess fixing it is the only solution to mod it.
Unless it's an easy to fix HLSL error (post the shader here if you want), you can for example use only the ASM code from the shader and change the last part of its name to "ps.txt" instead of "ps_replace.txt".
In case you didn't know, the code of shaders dumped by 3Dmigoto have two parts: HLSL and ASM, in that order. You will have to delete the first part so the first uncommented line will be "ps_5_0" (the shader model). Then you'll have to test things in the code, like multiplying things by 0 where you think that effect is done. If the game handles alt+tabbing without problems, you can do tests quickly.
Unless it's an easy to fix HLSL error (post the shader here if you want), you can for example use only the ASM code from the shader and change the last part of its name to "ps.txt" instead of "ps_replace.txt".
In case you didn't know, the code of shaders dumped by 3Dmigoto have two parts: HLSL and ASM, in that order. You will have to delete the first part so the first uncommented line will be "ps_5_0" (the shader model). Then you'll have to test things in the code, like multiplying things by 0 where you think that effect is done. If the game handles alt+tabbing without problems, you can do tests quickly.
Well, i'll keep poking around with it but in case i'm missing something obvious here's the specific shader
https://pastebin.com/fRcQx4Yw
I tried the ASM method but result is same, no changes are reflected in game, reloading all shaders has a series of consistent beeps, which i assume means all shaders have loaded without crashing.
all i'm getting from the log is
[code]
> reloading *_replace.txt fixes from ShaderFixes
>Replacement shader found. Re-Loading replacement ASM code from 9eaf365067522fbd-ps.txt
Reload source code loaded. Size = 53142
assembling replacement ASM code with shader model ps_5_0
Parsing Input Signature section...
Parsing Output Signature section...
Manufacturing placeholder SHEX section...
> FAILED to reload shaders from ShaderFixes
Reloading d3dx.ini (EXPERIMENTAL)...
[/code]
Well, i'll keep poking around with it but in case i'm missing something obvious here's the specific shader
https://pastebin.com/fRcQx4Yw
I tried the ASM method but result is same, no changes are reflected in game, reloading all shaders has a series of consistent beeps, which i assume means all shaders have loaded without crashing.
all i'm getting from the log is
> reloading *_replace.txt fixes from ShaderFixes
>Replacement shader found. Re-Loading replacement ASM code from 9eaf365067522fbd-ps.txt
Reload source code loaded. Size = 53142
assembling replacement ASM code with shader model ps_5_0
Parsing Input Signature section...
Parsing Output Signature section...
Manufacturing placeholder SHEX section...
> FAILED to reload shaders from ShaderFixes
Reloading d3dx.ini (EXPERIMENTAL)...
Just an FYI, this release has broken compatibility with Tom Clancy's The Division, and crashes during load. If I load using v1.2.66 it loads the game ok. I've tried loading v67 with allow platform update, hooking methods, and other compatibility options. Here's the debug log dump.
D3D11 DLL starting init - v 1.2.67 - Sun Dec 17 21:15:57 2017
----------- d3dx.ini settings -----------
[Logging]
calls=1
input=1
debug=1
unbuffered=1
unbuffered return: 0
force_cpu_affinity=0
[System]
allow_dxgi1_2=0
allow_check_interface=0
allow_create_device=2
allow_platform_update=0
[Device]
upscaling=0
full_screen=0
force_stereo=0
get_resolution_from=swap_chain
hide_cursor=0
[Stereo]
automatic_mode=0
create_profile=0
force_no_nvapi=0
[Rendering]
shader_hash=3dmigoto
override_directory=ShaderFixes
cache_directory=ShaderCache
cache_shaders=0
rasterizer_disable_scissor=1
assemble_signature_comments=1
export_fixed=0
export_shaders=0
export_hlsl=0
dump_usage=1
stereo_params=125
ini_params=120
fix_sv_position=0
[Hunting]
hunting=1
marking_mode=skip
mark_snapshot=2
reload_config=no_modifiers VK_F10
toggle_hunting=no_modifiers VK_NUMPAD0
repeat_rate=6
next_pixelshader=no_modifiers VK_NUMPAD2
previous_pixelshader=no_modifiers VK_NUMPAD1
mark_pixelshader=no_modifiers VK_NUMPAD3
take_screenshot=no_modifiers VK_SNAPSHOT
next_indexbuffer=no_modifiers VK_NUMPAD8
previous_indexbuffer=no_modifiers VK_NUMPAD7
mark_indexbuffer=no_modifiers VK_NUMPAD9
next_vertexshader=no_modifiers VK_NUMPAD5
previous_vertexshader=no_modifiers VK_NUMPAD4
mark_vertexshader=no_modifiers VK_NUMPAD6
next_rendertarget=no_modifiers VK_MULTIPLY
previous_rendertarget=no_modifiers VK_DIVIDE
mark_rendertarget=no_modifiers VK_SUBTRACT
done_hunting=no_modifiers VK_ADD
reload_fixes=no_modifiers VK_F10
show_original=no_modifiers VK_F9
analyse_options=dump_rt_jps clear_rt
verbose_overlay=0
[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=6
Cycle 7: x7=7
Cycle 8: x7=0
Key=no_modifiers F11
[Resource3DVision2SBSBackupTexture]
[Resource3DVisionUpscaleBackupTexture]
[ResourceSoftwareMouseBackupTexture1]
[ResourceSoftwareMouseBackupTexture2]
[ResourceSoftwareMouseBackupTexture3]
[ResourceSoftwareMouseBackupTexture4]
[builtincustomshaderdisablescissorclipping]
scissor_enable=0
rasterizer_state_merge=1
draw=from_caller
handling=skip
[customshader3dvision2sbs]
vs=ShaderFixes/3dvision2sbsvs.hlsl
hs=null
ds=null
gs=null
ps=ShaderFixes/3dvision2sbsps.hlsl
blend=disable
cull=none
topology=triangle_strip
run=commandlistunbindallrendertargets
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
[builtincustomshaderenablescissorclipping]
scissor_enable=1
rasterizer_state_merge=1
draw=from_caller
handling=skip
[customshaderupscale]
vs=ShaderFixes/upscalevs.hlsl
hs=null
ds=null
gs=null
ps=ShaderFixes/upscaleps.hlsl
blend=disable
cull=none
topology=triangle_strip
sampler=anisotropic_filter
run=commandlistunbindallrendertargets
o0=set_viewport bb
resource3dvisionupscalebackuptexture=reference ps-t101
ps-t101=f_bb
draw=4, 0
post ps-t101=reference resource3dvisionupscalebackuptexture
[customshadersoftwaremouse]
vs=ShaderFixes/mousevs.hlsl
hs=null
ds=null
gs=null
ps=ShaderFixes/mouseps.hlsl
blend=ADD ONE INV_SRC_ALPHA
cull=none
topology=triangle_strip
run=commandlistunbindallrendertargets
o0=set_viewport no_view_cache bb
vs-t125=stereoparams
ps-t125=stereoparams
vs-t120=iniparams
ps-t120=iniparams
x6=cursor_window_x
y6=cursor_window_y
z6=cursor_hotspot_x
w6=cursor_hotspot_y
y7=cursor_showing
z7=window_width
w7=window_height
resourcesoftwaremousebackuptexture1=reference vs-t100
resourcesoftwaremousebackuptexture2=reference vs-t101
resourcesoftwaremousebackuptexture3=reference ps-t100
resourcesoftwaremousebackuptexture4=reference ps-t101
vs-t100=cursor_mask
vs-t101=cursor_color
ps-t100=cursor_mask
ps-t101=cursor_color
w5=1
draw=4, 0
run=customshadersoftwaremousebw
post vs-t100=reference resourcesoftwaremousebackuptexture1
post vs-t101=reference resourcesoftwaremousebackuptexture2
post ps-t100=reference resourcesoftwaremousebackuptexture3
post ps-t101=reference resourcesoftwaremousebackuptexture4
[customshadersoftwaremousebw]
blend=ADD INV_DEST_COLOR SRC_ALPHA
w5=2
draw=4, 0
[commandlistunbindallrendertargets]
o0=null
o1=null
o2=null
o3=null
o4=null
o5=null
o6=null
o7=null
od=null
[Present]
[ClearRenderTargetView]
WARNING: GetIniSection() called on a section not in the ini_sections map: ClearRenderTargetView
[ClearDepthStencilView]
WARNING: GetIniSection() called on a section not in the ini_sections map: ClearDepthStencilView
[ClearUnorderedAccessViewUint]
WARNING: GetIniSection() called on a section not in the ini_sections map: ClearUnorderedAccessViewUint
[ClearUnorderedAccessViewFloat]
WARNING: GetIniSection() called on a section not in the ini_sections map: ClearUnorderedAccessViewFloat
[Constants]
x7=0.000000
[Profile]
Looking up profiles related to X:\Games\Tom Clancy's The Division\TheDivision.exe
----------- Driver profile settings -----------
BaseProfile "Base Profile"
SelectedGlobalProfile "Base Profile"
Profile "Tom Clancy's The Division"
ShowOn GeForce
Executable "rogue_x64_release.exe"
Executable "rogueworldserver_x64_release.exe"
Executable "thedivision - copy.exe" UserSpecified=true
Executable "thedivision.exe" UserSpecified=true
Executable "rogue_x64_retail.exe"
Setting ID_0x005f5a32 = 0x00000003
Setting ID_0x00a06946 = 0x080000f5
Setting ID_0x10115c8b = 0x00000028 // Quiet Mode Application FPS
Setting ID_0x1033cec2 = 0x00000002 // NVIDIA predefined SLI mode on DirectX 10
Setting ID_0x1033dcd3 = 0x00000004 // NVIDIA predefined number of GPUs to use on SLI rendering mode on DirectX 10
Setting ID_0x106d5cff = 0x00000000 // Do not display this profile in the Control Panel
Setting ID_0x10f9dc81 = 0x00000011 // Enable application for Optimus
Setting ID_0x50166c5e = 0x00000000
Setting ID_0x701eb457 = 0x00000001 // StereoProfile
Setting ID_0x702442fc = 0x00004000 // StereoFlagsDX10
SettingString ID_0x7049c7ec = "5" // Value
SettingString ID_0x704d456e = "3D fix by DJ-RK" UserSpecified=true // Comments
SettingString ID_0x7051e5f5 = "5" // Compat
Setting ID_0x708db8c5 = 0x3fa8e97c // StereoConvergence = 1.31962538
Setting ID_0x709a1ddf = 0x00000000 // StereoCutoff
Setting ID_0x709adada = 0x11000102 // 2DDHUDSettings
Setting ID_0x709adadb = 0x3f7edc62 // 2DDConvergence = 0.995550275
SettingString ID_0x709adadc = "Some objects render at wrong depth." // 2DD_Notes
SettingString ID_0x70b5603f = "d3d" // API
Setting ID_0x70edb381 = 0x00000023 // StereoTextureEnable
Setting ID_0x809d5f60 = 0x08000001
EndProfile
----------- End driver profile settings -----------
No profile update required
*** D3D11 DLL successfully initialized. ***
Trying to load original_d3d11.dll
Hooked_LoadLibraryExW load: original_d3d11.dll.
Hooked_LoadLibraryExW switching to original dll: original_d3d11.dll to C:\WINDOWS\system32\d3d11.dll.
Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1
calling original CreateDXGIFactory1 API
CreateDXGIFactory1 returned factory = 0000026C02772840, result = 0
new HackerDXGIFactory1(class HackerDXGIFactory1@0000026C00E78130) wrapped 0000026C02772840
HackerDXGIFactory1::EnumAdapters1(class HackerDXGIFactory1@0000026C00E78130) adapter 0 requested
created HackerDXGIAdapter1 wrapper = 0000026C00E77D40 of 0000026C02627840
returns result = 0
*** D3D11CreateDevice called with
pAdapter = 0000026C00E77D40
Flags = 0
pFeatureLevels = 0xb100
FeatureLevels = 2
ppDevice = 00007FF7E6AF31C8
pFeatureLevel = 0xb000
ppImmediateContext = 000000DCFD38F038
->Feature level forced to 11.0: 0xb000
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@0000026C00E77D40) called with IID: IDXGIAdapter1
return HackerDXGIAdapter1 wrapper = 0000026C00E77D40
returns result = 0 for 0000026C00E77D40
HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@0000026C00E77D40) called
returns adapter: NVIDIA GeForce GTX 1080 Ti, sysmem=0, vidmem=11571036160, flags=0
HackerUnknown::Release(class HackerDXGIAdapter1@0000026C00E77D40), counter=1, this=0000026C00E77D40
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter1@0000026C00E77D40) called with GUID: {1D6AD054-FB2F-4000-B3AB-E873A9131A7C}
returns result = 887a0002
HackerUnknown::AddRef(class HackerDXGIAdapter1@0000026C00E77D40), counter=2, this=0000026C00E77D40
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@0000026C00E77D40) called with IID: {7ABB6563-02BC-47C4-8EF9-ACC4795EDBCF}
returns result = 0 for 0000026C026278C8
Hooked_LoadLibraryExW load: api-ms-win-core-synch-l1-2-0.
Hooked_LoadLibraryExW load: api-ms-win-core-fibers-l1-1-1.
Hooked_LoadLibraryExW load: api-ms-win-core-synch-l1-2-0.
Hooked_LoadLibraryExW load: api-ms-win-core-fibers-l1-1-1.
Hooked_LoadLibraryExW load: api-ms-win-core-localization-l1-2-1.
Hooked_LoadLibraryExW load: C:\WINDOWS\system32\Shell32.dll.
Hooked_LoadLibraryExW load: C:\WINDOWS\system32\nvspcap64.dll.
Hooked_LoadLibraryExW load: api-ms-win-core-synch-l1-2-0.
Hooked_LoadLibraryExW load: api-ms-win-core-fibers-l1-1-1.
Hooked_LoadLibraryExW load: api-ms-win-core-synch-l1-2-0.
Hooked_LoadLibraryExW load: api-ms-win-core-fibers-l1-1-1.
Hooked_LoadLibraryExW load: api-ms-win-core-localization-l1-2-1.
Hooked_LoadLibraryExW load: C:\WINDOWS\system32\Advapi32.dll.
Hooked_LoadLibraryExW load: C:\WINDOWS\system32\Setupapi.dll.
Hooked_LoadLibraryExW load: C:\WINDOWS\system32\Shell32.dll.
Hooked_LoadLibraryExW load: C:\WINDOWS\system32\nvapi64.dll.
Replaced Hooked_LoadLibraryExW for: C:\WINDOWS\system32\nvapi64.dll to nvapi64.dll.
Hooked_LoadLibraryExW load: C:\WINDOWS\system32\nvapi64.dll.
Replaced Hooked_LoadLibraryExW for: C:\WINDOWS\system32\nvapi64.dll to nvapi64.dll.
Hooked_CreateDXGIFactory called with riid: IDXGIFactory
calling original CreateDXGIFactory API
CreateDXGIFactory1 returned factory = 0000026C01F1E3E0, result = 0
new HackerDXGIFactory1(class HackerDXGIFactory1@0000026C02623460) wrapped 0000026C01F1E3E0
HackerDXGIFactory::QueryInterface(class HackerDXGIFactory1@0000026C02623460) called with IID: IDXGIFactory2
*** returns E_NOINTERFACE as error for IDXGIFactory2.
HackerUnknown::Release(class HackerDXGIFactory1@0000026C02623460), counter=1, this=0000026C02623460
Hooked_LoadLibraryExW load: C:\WINDOWS\system32\nvapi64.dll.
Replaced Hooked_LoadLibraryExW for: C:\WINDOWS\system32\nvapi64.dll to nvapi64.dll.
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter1@0000026C00E77D40) called with GUID: {D722FB4D-7A68-437A-B20C-5804EE2494A6}
returns result = 887a0002
Hooked_LoadLibraryExW load: C:\WINDOWS\system32\Advapi32.dll.
Hooked_LoadLibraryExW load: C:\WINDOWS\system32\user32.dll.
Hooked_LoadLibraryExW load: api-ms-win-appmodel-runtime-l1-1-2.
HackerUnknown::Release(class HackerDXGIAdapter1@0000026C00E77D40), counter=4, this=0000026C00E77D40
D3D11CreateDevice returned device handle = 0000026C020238A0, context handle = 0000026C00E82928
HackerDevice 0000026C02625390 created to wrap 0000026C020238A0
HackerContext 0000026C01239230 created to wrap 0000026C00E82928
HackerDevice::Create3DMigotoResources(class HackerDevice@0000026C02625390) called.
Hooked_LoadLibraryExW load: C:\WINDOWS\system32\Shell32.dll.
Hooked_LoadLibraryExW load: C:\Program Files (x86)\NVIDIA Corporation\3D Vision\nvStereoApiI64.dll.
Hooked_LoadLibraryExW load: C:\WINDOWS\system32\nvapi64.dll.
Replaced Hooked_LoadLibraryExW for: C:\WINDOWS\system32\nvapi64.dll to nvapi64.dll.
Hooked_LoadLibraryExW load: C:\WINDOWS\system32\nvapi64.dll.
Replaced Hooked_LoadLibraryExW for: C:\WINDOWS\system32\nvapi64.dll to nvapi64.dll.
created NVAPI stereo handle. Handle = 0000026C01F2F1C0
creating stereo parameter texture.
Hooked_LoadLibraryExW load: kernel32.
Hooked_LoadLibraryExW load: C:\WINDOWS\system32\Shell32.dll.
Hooked_LoadLibraryExW load: C:\WINDOWS\system32\gdi32.dll.
stereo texture created, handle = 0000026C01F36EA0
creating stereo parameter resource view.
stereo texture resource view created, handle = 0000026C0251CAE8.
creating .ini constant parameter texture.
IniParam texture created, handle = 0000026C01F371A0
creating IniParam resource view.
Iniparams resource view created, handle = 0000026C02522EA8.
Created pink mode pixel shader: 0
->D3D11CreateDevice result = 0, device handle = 0000026C020238A0, device wrapper = 0000026C02625390, context handle = 0000026C00E82928, context wrapper = 0000026C01239230
HackerDevice::QueryInterface(class HackerDevice@0000026C02625390) called with IID: ID3D11Device1
returns E_NOINTERFACE as error for ID3D11Device1 (try allow_platform_update=1 if the game refuses to run).
HackerDXGIAdapter::GetDesc(class HackerDXGIAdapter1@0000026C00E77D40) called
returns adapter: NVIDIA GeForce GTX 1080 Ti, sysmem=0, vidmem=11571036160
HackerDXGIFactory::QueryInterface(class HackerDXGIFactory1@0000026C00E78130) called with IID: {7632E1F5-EE65-4DCA-87FD-84CD75F8838D}
returns result = 0 for 000000DCFD38F000
HackerContext(class HackerContext@0000026C01239230)::GetType() = 0
HackerDevice::CreateBuffer called
Resource Type = Buffer
ByteWidth = 4194304
Usage = 2
BindFlags = 0x3
CPUAccessFlags = 0x10000
MiscFlags = 0x0
StructureByteStride = 0
HackerDevice::CreateBuffer called
Resource Type = Buffer
ByteWidth = 1048576
Usage = 3
BindFlags = 0x0
CPUAccessFlags = 0x10000
MiscFlags = 0x0
StructureByteStride = 0
HackerDevice::CreateRasterizerState called with
FillMode = 3, CullMode = 3, DepthBias = 0, DepthBiasClamp = 340282346638528860000000000000000000000.000000, SlopeScaledDepthBias = 0.000000,
DepthClipEnable = 1, ScissorEnable = 0, MultisampleEnable = 1, AntialiasedLineEnable = 0
returns result = 0
Hooked_LoadLibraryExW load: C:\WINDOWS\system32\nvapi64.dll.
Replaced Hooked_LoadLibraryExW for: C:\WINDOWS\system32\nvapi64.dll to nvapi64.dll.
HackerDevice::CreateTexture2D called with parameters
Resource Type = Texture2D
Width = 32
Height = 32
MipLevels = 6
ArraySize = 1
Format = BC1_TYPELESS (70)
SampleDesc.Count = 1
SampleDesc.Quality = 0
Usage = 1
BindFlags = 0x8
CPUAccessFlags = 0x0
MiscFlags = 0x0
pInitialData = 000002EC783C4B60->000002EC78BE0000, SysMemPitch: 64, SysMemSlicePitch: 512 00 F8 00 F8 AA AA AA AA 0C FB 00 F8 55 55 55 33
Texture2D length: 512 bad v1.2.1 length: 1024
Using 3DMigoto v1.2.11+ Texture2D CRC calculation
InitialData = 000002EC783C4B60, hash = 1113bc76
returns result = 0, handle = 0000026C01F377A0
HackerDevice::CreateShaderResourceView called
returns result = 0
HackerDevice::CreateTexture2D called with parameters
Resource Type = Texture2D
Width = 1
Height = 1
MipLevels = 1
ArraySize = 1
Format = R16G16B16A16_TYPELESS (9)
SampleDesc.Count = 1
SampleDesc.Quality = 0
Usage = 1
BindFlags = 0x8
CPUAccessFlags = 0x0
MiscFlags = 0x0
pInitialData = 000002EC782F0B30->000000DCFD38F170, SysMemPitch: 8, SysMemSlicePitch: 8 FF 7B FF 7B FF 7B FF 7B 72 65 53 74 72 65 61 6D
Texture2D length: 8 bad v1.2.1 length: 1
Using 3DMigoto v1.2.1 compatible Texture2D CRC calculation
InitialData = 000002EC782F0B30, hash = 9ef250d6
returns result = 0, handle = 0000026C01F37AA0
HackerDevice::CreateShaderResourceView called
returns result = 0
HackerDevice::CreateTexture2D called with parameters
Resource Type = Texture2D
Width = 1
Height = 1
MipLevels = 1
ArraySize = 1
Format = R8G8B8A8_TYPELESS (27)
SampleDesc.Count = 1
SampleDesc.Quality = 0
Usage = 1
BindFlags = 0x8
CPUAccessFlags = 0x0
MiscFlags = 0x0
pInitialData = 000002EC782F0B30->000000DCFD38F228, SysMemPitch: 4, SysMemSlicePitch: 4 00 00 00 00 DC 00 00 00 00 00 00 FF 00 00 00 00
Texture2D length: 4 bad v1.2.1 length: 1
Using 3DMigoto v1.2.1 compatible Texture2D CRC calculation
InitialData = 000002EC782F0B30, hash = df69d91f
returns result = 0, handle = 0000026C01F368A0
HackerDevice::CreateShaderResourceView called
returns result = 0
HackerDevice::CreateTexture3D called with parameters
Resource Type = Texture3D
Width = 1
Height = 1
Depth = 1
MipLevels = 1
Format = R8G8B8A8_TYPELESS (27)
Usage = 1
BindFlags = 0x8
CPUAccessFlags = 0x0
MiscFlags = 0x0
pInitialData = 000002EC782F0B40->000000DCFD38F228, SysMemPitch: 4, SysMemSlicePitch: 4
Texture3D length: 4 bad v1.2.1 length: 1
Using 3DMigoto v1.2.1 compatible Texture3D CRC calculation
InitialData = 000002EC782F0B40, hash = 960d2f74
returns result = 0
HackerDevice::CreateShaderResourceView called
returns result = 0
HackerDevice::CreateTexture2D called with parameters
Resource Type = Texture2D
Width = 1
Height = 1
MipLevels = 1
ArraySize = 6
Format = R8G8B8A8_TYPELESS (27)
SampleDesc.Count = 1
SampleDesc.Quality = 0
Usage = 1
BindFlags = 0x8
CPUAccessFlags = 0x0
MiscFlags = 0x4
pInitialData = 000002EC783C4B60->000000DCFD38F228, SysMemPitch: 4, SysMemSlicePitch: 4 00 00 00 00 DC 00 00 00 00 00 00 FF 00 00 00 00
Texture2D length: 4 bad v1.2.1 length: 6
Using 3DMigoto v1.2.11+ Texture2D CRC calculation
InitialData = 000002EC783C4B60, hash = 72c48d4b
returns result = 0, handle = 0000026C025E52E0
HackerDevice::CreateShaderResourceView called
returns result = 0
HackerDevice::CreateTexture2D called with parameters
Resource Type = Texture2D
Width = 1
Height = 1
MipLevels = 1
ArraySize = 1
Format = R8G8B8A8_TYPELESS (27)
SampleDesc.Count = 1
SampleDesc.Quality = 0
Usage = 1
BindFlags = 0x8
CPUAccessFlags = 0x0
MiscFlags = 0x0
pInitialData = 000002EC782F0B30->000000DCFD38F230, SysMemPitch: 4, SysMemSlicePitch: 4 00 00 00 FF 00 00 00 00 00 00 00 00 00 00 07 00
Texture2D length: 4 bad v1.2.1 length: 1
Using 3DMigoto v1.2.1 compatible Texture2D CRC calculation
InitialData = 000002EC782F0B30, hash = df69d91f
returns result = 0, handle = 0000026C025E61E0
HackerDevice::CreateShaderResourceView called
returns result = 0
HackerDevice::CreateTexture3D called with parameters
Resource Type = Texture3D
Width = 1
Height = 1
Depth = 1
MipLevels = 1
Format = R8G8B8A8_TYPELESS (27)
Usage = 1
BindFlags = 0x8
CPUAccessFlags = 0x0
MiscFlags = 0x0
pInitialData = 000002EC782F0B30->000000DCFD38F230, SysMemPitch: 4, SysMemSlicePitch: 4
Texture3D length: 4 bad v1.2.1 length: 1
Using 3DMigoto v1.2.1 compatible Texture3D CRC calculation
InitialData = 000002EC782F0B30, hash = 960d2f74
returns result = 0
HackerDevice::CreateShaderResourceView called
returns result = 0
HackerDevice::CreateTexture2D called with parameters
Resource Type = Texture2D
Width = 1
Height = 1
MipLevels = 1
ArraySize = 1
Format = R8G8B8A8_TYPELESS (27)
SampleDesc.Count = 1
SampleDesc.Quality = 0
Usage = 1
BindFlags = 0x8
CPUAccessFlags = 0x0
MiscFlags = 0x0
pInitialData = 000002EC782F0B30->000000DCFD38F220, SysMemPitch: 4, SysMemSlicePitch: 4 FF FF FF FF DC 00 00 00 00 00 00 00 DC 00 00 00
Texture2D length: 4 bad v1.2.1 length: 1
Using 3DMigoto v1.2.1 compatible Texture2D CRC calculation
InitialData = 000002EC782F0B30, hash = dad6d965
returns result = 0, handle = 0000026C025E4CE0
HackerDevice::CreateShaderResourceView called
returns result = 0
HackerDevice::CreateTexture2D called with parameters
Resource Type = Texture2D
Width = 1
Height = 1
MipLevels = 1
ArraySize = 6
Format = R8G8B8A8_TYPELESS (27)
SampleDesc.Count = 1
SampleDesc.Quality = 0
Usage = 1
BindFlags = 0x8
CPUAccessFlags = 0x0
MiscFlags = 0x4
pInitialData = 000002EC783C4B60->000000DCFD38F220, SysMemPitch: 4, SysMemSlicePitch: 4 FF FF FF FF DC 00 00 00 00 00 00 00 DC 00 00 00
Texture2D length: 4 bad v1.2.1 length: 6
Using 3DMigoto v1.2.11+ Texture2D CRC calculation
InitialData = 000002EC783C4B60, hash = a5b7480d
returns result = 0, handle = 0000026C025E4FE0
HackerDevice::CreateShaderResourceView called
returns result = 0
HackerDevice::CreateShaderResourceView called
returns result = 0
HackerDevice::CreateTexture2D called with parameters
Resource Type = Texture2D
Width = 1
Height = 1
MipLevels = 1
ArraySize = 1
Format = R8G8B8A8_TYPELESS (27)
SampleDesc.Count = 1
SampleDesc.Quality = 0
Usage = 1
BindFlags = 0x8
CPUAccessFlags = 0x0
MiscFlags = 0x0
pInitialData = 000002EC782F0B30->000000DCFD38F220, SysMemPitch: 4, SysMemSlicePitch: 4 FF FF FF FF DC 00 00 00 00 00 00 00 DC 00 00 00
Texture2D length: 4 bad v1.2.1 length: 1
Using 3DMigoto v1.2.1 compatible Texture2D CRC calculation
InitialData = 000002EC782F0B30, hash = dad6d965
returns result = 0, handle = 0000026C025E7FE0
HackerDevice::CreateShaderResourceView called
returns result = 0
HackerDevice::CreateTexture2D called with parameters
Resource Type = Texture2D
Width = 1
Height = 1
MipLevels = 1
ArraySize = 1
Format = R8_TYPELESS (60)
SampleDesc.Count = 1
SampleDesc.Quality = 0
Usage = 1
BindFlags = 0x8
CPUAccessFlags = 0x0
MiscFlags = 0x0
pInitialData = 000002EC782F0B30->000000DCFD38F220, SysMemPitch: 1, SysMemSlicePitch: 1 FF FF FF FF DC 00 00 00 00 00 00 00 DC 00 00 00
Texture2D length: 1 bad v1.2.1 length: 1
InitialData = 000002EC782F0B30, hash = b14d21ae
returns result = 0, handle = 0000026C025E70E0
HackerDevice::CreateShaderResourceView called
returns result = 0
HackerDXGIAdapter::EnumOutputs(class HackerDXGIAdapter1@0000026C00E77D40) called: output #0 requested
returns result = 0, handle = 0000026C025EEE80
HackerDXGIAdapter::EnumOutputs(class HackerDXGIAdapter1@0000026C00E77D40) called: output #1 requested
returns result = 887a0002, handle = 0000000000000000
HackerDXGIAdapter::EnumOutputs(class HackerDXGIAdapter1@0000026C00E77D40) called: output #0 requested
returns result = 0, handle = 0000026C025F7C70
HackerDXGIAdapter::EnumOutputs(class HackerDXGIAdapter1@0000026C00E77D40) called: output #1 requested
returns result = 887a0002, handle = 0000000000000000
*** HackerDXGIFactory::CreateSwapChain(class HackerDXGIFactory1@0000026C00E78130) called with parameters
Device = class HackerDevice@0000026C02625390
SwapChain = 000002EC78530120
Description = 000000DCFD38F240
Got resolution from swap chain: 0x0
Windowed = 1
Width = 0
Height = 0
Refresh rate = 119.982002
HackerDevice::GetHackerContext returns 0000026C01239230
Overlay::Overlay created for 0000026C0124CAF0: class HackerDXGISwapChain
on HackerDevice: 0000026C02625390, HackerContext: 0000026C01239230
HackerDXGISwapChain::GetDesc(class HackerDXGISwapChain@0000026C0124CAF0) called
returns Windowed = 1
returns Width = 1920
returns Height = 1080
returns Refresh rate = 119.982002
returns result = 0
Hooked_LoadLibraryExW load: combase.dll.
Hooked_LoadLibraryExW load: advapi32.dll.
Hooked_LoadLibraryExW load: X:\Games\Tom Clancy's The Division\d3d11.dll.
Hooked_LoadLibraryExW load: X:\Games\Tom Clancy's The Division\d3d11.dll.
->HackerDXGISwapChain 0000026C0124CAF0 created to wrap 0000026C0260E360
->return value = 0
HackerDXGIFactory::MakeWindowAssociation(class HackerDXGIFactory1@0000026C00E78130) called with WindowHandle = 00000000000E098A, Flags = 1
Flags = DXGI_MWA_NO_WINDOW_CHANGES(no monitoring)
returns result = 0
HackerUnknown::QueryInterface(class HackerDXGISwapChain@0000026C0124CAF0) called with IID: {A8BE2AC4-199F-4946-B331-79599FB98DE7}
return HackerUnknown(class HackerDXGISwapChain@0000026C0124CAF0) wrapper of 0000026C0260E360
HackerUnknown::QueryInterface(class HackerDXGISwapChain@0000026C0124CAF0) called with IID: {94D99BDB-F1F8-4AB0-B236-7DA0170EDAB1}
return HackerUnknown(class HackerDXGISwapChain@0000026C0124CAF0) wrapper of 0000026C0260E360
HackerDXGISwapChain::GetContainingOutput(class HackerDXGISwapChain@0000026C0124CAF0) called
created HackerDXGIOutput wrapper = 0000026C0259FB60 of 0000026C0228BB80
returns result = 0
HackerDXGIOutput::GetDesc(class HackerDXGIOutput@0000026C0259FB60) called
returned \\.\DISPLAY1, desktop=1
HackerDevice::QueryInterface(class HackerDevice@0000026C02625390) called with IID: IDXGIDevice
created HackerDXGIDevice(class HackerDXGIDevice1@0000026C01EE6A70) wrapper of 0000026C02023118
returns result = 0 for 0000026C01EE6A70
HackerDXGIDevice::GetAdapter(class HackerDXGIDevice1@0000026C01EE6A70) called with: 000000DCFD38F220
created HackerDXGIAdapter wrapper = 0000026C025A5370 of 0000026C02627840
returns result = 0
HackerDXGIAdapter::EnumOutputs(class HackerDXGIAdapter@0000026C025A5370) called: output #0 requested
returns result = 0, handle = 0000026C0228ED40
HackerUnknown::Release(class HackerDXGIOutput@0000026C0259FB60), counter=0, this=0000026C0259FB60
counter=0, this=0000026C0259FB60, deleting self.
HackerUnknown::Release(class HackerDXGIAdapter@0000026C025A5370), counter=7, this=0000026C025A5370
HackerUnknown::Release(class HackerDXGIDevice1@0000026C01EE6A70), counter=57, this=0000026C01EE6A70
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
[center][color="orange"][size="XL"]3Dmigoto 1.2.68[/size][/color][/center][center][color="green"][url]https://github.com/bo3b/3Dmigoto/releases[/url][/color][/center]
This release is purely focussed on the remaining performance improvements I mentioned in the 1.2.67 release notes. These improvements are a little risky, and if there do turn out to be any issues with them I want 1.2.67 and 1.2.68 to be versions we can compare to determine if they are at fault.
- Binding StereoParams and IniParams no longer consumes CPU time on every draw call, and are instead are only bound when the context is first created, and any time the game attempts to unbind them. On my system this saves 2% CPU time in Grim Dawn, and masterotaku reported that this improved performance by a fairly significant 3-7fps.
- Eliminates overhead from frame analysis logging when in release mode. On my system this saves 0.5% CPU time in Grim Dawn, and masterotaku reported this improved the performance by <= 1fps.
- Fixes issues where the DirectX calls from the 3DMigoto overlay and hunting code could be intercepted by 3DMigoto itself when hooking is enabled, showing up in hunting, frame analysis, etc.
Please note, that the frame analysis and debug logging has changed very subtly in this release. In particular, draw calls that we skip due to hunting or handling=skip will no longer be logged, and calls where 3DMigoto has modified the arguments will now show the modified arguments instead of the original arguments from the game. The debug logging may also potentially miss logging a call that causes a crash in some cases.
Please let me know if this causes problems for anyone - I can imagine a few situations where this might end up making the log misleading and not obvious that has happened making it more difficult to e.g. trace resources through the log where 3DMigoto has changed that resource, but hopefully the impact will be pretty minimal in practice. If this does cause pain for anyone I may consider reverting this given the pretty significant complexity it added to the code and the fairly minimal performance improvement it made. It is a measurable improvement though, so for the moment it's staying.
Apologies for the delay on this release - I meant to release this back at the start of November, but you're all aware of my health issues and that hit me again before I had performed enough regression testing to satisfy myself that it was ok to release, and I still haven't done that testing. Please test this in a number of games and keep an eye out for any regressions (compared to 1.2.67 in particular) in the areas of:
- StereoParams not being bound
- IniParams not being bound
- Frame analysis logging (the log.txt) not working or misleading
- Regressions when hooking is enabled
This release is purely focussed on the remaining performance improvements I mentioned in the 1.2.67 release notes. These improvements are a little risky, and if there do turn out to be any issues with them I want 1.2.67 and 1.2.68 to be versions we can compare to determine if they are at fault.
- Binding StereoParams and IniParams no longer consumes CPU time on every draw call, and are instead are only bound when the context is first created, and any time the game attempts to unbind them. On my system this saves 2% CPU time in Grim Dawn, and masterotaku reported that this improved performance by a fairly significant 3-7fps.
- Eliminates overhead from frame analysis logging when in release mode. On my system this saves 0.5% CPU time in Grim Dawn, and masterotaku reported this improved the performance by <= 1fps.
- Fixes issues where the DirectX calls from the 3DMigoto overlay and hunting code could be intercepted by 3DMigoto itself when hooking is enabled, showing up in hunting, frame analysis, etc.
Please note, that the frame analysis and debug logging has changed very subtly in this release. In particular, draw calls that we skip due to hunting or handling=skip will no longer be logged, and calls where 3DMigoto has modified the arguments will now show the modified arguments instead of the original arguments from the game. The debug logging may also potentially miss logging a call that causes a crash in some cases.
Please let me know if this causes problems for anyone - I can imagine a few situations where this might end up making the log misleading and not obvious that has happened making it more difficult to e.g. trace resources through the log where 3DMigoto has changed that resource, but hopefully the impact will be pretty minimal in practice. If this does cause pain for anyone I may consider reverting this given the pretty significant complexity it added to the code and the fairly minimal performance improvement it made. It is a measurable improvement though, so for the moment it's staying.
Apologies for the delay on this release - I meant to release this back at the start of November, but you're all aware of my health issues and that hit me again before I had performed enough regression testing to satisfy myself that it was ok to release, and I still haven't done that testing. Please test this in a number of games and keep an eye out for any regressions (compared to 1.2.67 in particular) in the areas of:
- StereoParams not being bound
- IniParams not being bound
- Frame analysis logging (the log.txt) not working or misleading
- Regressions when hooking is enabled
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
[quote="DJ-RK"]Just an FYI, this release has broken compatibility with Tom Clancy's The Division, and crashes during load.[/quote]Ahh rats - I was low on hard drive space and uninstalled that game a few days ago and at the rate it's downloading now it won't be finished before I fly out tomorrow. I'm guessing this is probably down to the HackerUnknown::QueryInterface/Release changes made for whichever game that was - @Bo3b? (@Bo3b - It's on the shared accounts + we still have one spare key remaining for it on the admin page if you want it)
DJ-RK said:Just an FYI, this release has broken compatibility with Tom Clancy's The Division, and crashes during load.
Ahh rats - I was low on hard drive space and uninstalled that game a few days ago and at the rate it's downloading now it won't be finished before I fly out tomorrow. I'm guessing this is probably down to the HackerUnknown::QueryInterface/Release changes made for whichever game that was - @Bo3b? (@Bo3b - It's on the shared accounts + we still have one spare key remaining for it on the admin page if you want it)
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
Hi DSS :).
Thanks for the update of 3Dmigoto and and everything you do for this community...I hope you feel a little better.
Recently the first game with the new frostbite engine 3 (Battelfront 2) has come out and it does not work with the new versions of 3Dmigoto. If at any time you want to take a look and you do not have the game, I can gift a key to you without obligation (PMme).
Thanks again...
Thanks for the update of 3Dmigoto and and everything you do for this community...I hope you feel a little better.
Recently the first game with the new frostbite engine 3 (Battelfront 2) has come out and it does not work with the new versions of 3Dmigoto. If at any time you want to take a look and you do not have the game, I can gift a key to you without obligation (PMme).
Thanks again...
i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.
Thank you! I'll have to update Grim Dawn soon with it. It's a game where every fps helps because it's so CPU demanding.
Don't worry about taking breaks whenever you need it. We understand and are patient :).
[quote="DarkStarSword"][quote="DJ-RK"]Just an FYI, this release has broken compatibility with Tom Clancy's The Division, and crashes during load.[/quote]Ahh rats - I was low on hard drive space and uninstalled that game a few days ago and at the rate it's downloading now it won't be finished before I fly out tomorrow. I'm guessing this is probably down to the HackerUnknown::QueryInterface/Release changes made for whichever game that was - @Bo3b? (@Bo3b - It's on the shared accounts + we still have one spare key remaining for it on the admin page if you want it)[/quote]
I should be able to take a look. Most likely tomorrow. I'll focus on the differential.
DJ-RK said:Just an FYI, this release has broken compatibility with Tom Clancy's The Division, and crashes during load.
Ahh rats - I was low on hard drive space and uninstalled that game a few days ago and at the rate it's downloading now it won't be finished before I fly out tomorrow. I'm guessing this is probably down to the HackerUnknown::QueryInterface/Release changes made for whichever game that was - @Bo3b? (@Bo3b - It's on the shared accounts + we still have one spare key remaining for it on the admin page if you want it)
I should be able to take a look. Most likely tomorrow. I'll focus on the differential.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="SkacikPL"]Well, i'll keep poking around with it but in case i'm missing something obvious here's the specific shader
https://pastebin.com/fRcQx4Yw
I tried the ASM method but result is same, no changes are reflected in game, reloading all shaders has a series of consistent beeps, which i assume means all shaders have loaded without crashing.
all i'm getting from the log is
[code]
> reloading *_replace.txt fixes from ShaderFixes
>Replacement shader found. Re-Loading replacement ASM code from 9eaf365067522fbd-ps.txt
Reload source code loaded. Size = 53142
assembling replacement ASM code with shader model ps_5_0
Parsing Input Signature section...
Parsing Output Signature section...
Manufacturing placeholder SHEX section...
> FAILED to reload shaders from ShaderFixes
Reloading d3dx.ini (EXPERIMENTAL)...
[/code][/quote]
If that is the only shader that you are trying to assemble, then that means that the ASM is broken, and will not assemble properly.
There are a lot of gotchas when working with ASM, it's very fragile. Start with a completely unmodified ASM shader, and change only one line at a time until you find the error. You can F10 after each change, to reassemble.
SkacikPL said:Well, i'll keep poking around with it but in case i'm missing something obvious here's the specific shader
https://pastebin.com/fRcQx4Yw
I tried the ASM method but result is same, no changes are reflected in game, reloading all shaders has a series of consistent beeps, which i assume means all shaders have loaded without crashing.
all i'm getting from the log is
> reloading *_replace.txt fixes from ShaderFixes
>Replacement shader found. Re-Loading replacement ASM code from 9eaf365067522fbd-ps.txt
Reload source code loaded. Size = 53142
assembling replacement ASM code with shader model ps_5_0
Parsing Input Signature section...
Parsing Output Signature section...
Manufacturing placeholder SHEX section...
> FAILED to reload shaders from ShaderFixes
Reloading d3dx.ini (EXPERIMENTAL)...
If that is the only shader that you are trying to assemble, then that means that the ASM is broken, and will not assemble properly.
There are a lot of gotchas when working with ASM, it's very fragile. Start with a completely unmodified ASM shader, and change only one line at a time until you find the error. You can F10 after each change, to reassemble.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="bo3b"][quote="SkacikPL"]Well, i'll keep poking around with it but in case i'm missing something obvious here's the specific shader
https://pastebin.com/fRcQx4Yw
I tried the ASM method but result is same, no changes are reflected in game, reloading all shaders has a series of consistent beeps, which i assume means all shaders have loaded without crashing.
all i'm getting from the log is
[code]
> reloading *_replace.txt fixes from ShaderFixes
>Replacement shader found. Re-Loading replacement ASM code from 9eaf365067522fbd-ps.txt
Reload source code loaded. Size = 53142
assembling replacement ASM code with shader model ps_5_0
Parsing Input Signature section...
Parsing Output Signature section...
Manufacturing placeholder SHEX section...
> FAILED to reload shaders from ShaderFixes
Reloading d3dx.ini (EXPERIMENTAL)...
[/code][/quote]
If that is the only shader that you are trying to assemble, then that means that the ASM is broken, and will not assemble properly.
There are a lot of gotchas when working with ASM, it's very fragile. Start with a completely unmodified ASM shader, and change only one line at a time until you find the error. You can F10 after each change, to reassemble.[/quote]
The point is, the unmodified ASM code does not assemble either.
SkacikPL said:Well, i'll keep poking around with it but in case i'm missing something obvious here's the specific shader
https://pastebin.com/fRcQx4Yw
I tried the ASM method but result is same, no changes are reflected in game, reloading all shaders has a series of consistent beeps, which i assume means all shaders have loaded without crashing.
all i'm getting from the log is
> reloading *_replace.txt fixes from ShaderFixes
>Replacement shader found. Re-Loading replacement ASM code from 9eaf365067522fbd-ps.txt
Reload source code loaded. Size = 53142
assembling replacement ASM code with shader model ps_5_0
Parsing Input Signature section...
Parsing Output Signature section...
Manufacturing placeholder SHEX section...
> FAILED to reload shaders from ShaderFixes
Reloading d3dx.ini (EXPERIMENTAL)...
If that is the only shader that you are trying to assemble, then that means that the ASM is broken, and will not assemble properly.
There are a lot of gotchas when working with ASM, it's very fragile. Start with a completely unmodified ASM shader, and change only one line at a time until you find the error. You can F10 after each change, to reassemble.
The point is, the unmodified ASM code does not assemble either.
[quote="SkacikPL"]The point is, the unmodified ASM code does not assemble either.[/quote]
Ah. Add the [i]export_binary[/i]=1 to the Rendering section of d3dx.ini and that will generate .bin files of all the shaders.
We'll need that file to use with cmd_decompiler to see where it goes south.
Assuming you are using the [i]export_shaders[/i]=1 to generate original ASM files. The ones created as part of that use Flugan's disassembler I think, and if you copy/paste the output from an HLSL file, those use the crappy Microsoft disassembler.
Probably does not matter for this scenario, but maybe.
SkacikPL said:The point is, the unmodified ASM code does not assemble either.
Ah. Add the export_binary=1 to the Rendering section of d3dx.ini and that will generate .bin files of all the shaders.
We'll need that file to use with cmd_decompiler to see where it goes south.
Assuming you are using the export_shaders=1 to generate original ASM files. The ones created as part of that use Flugan's disassembler I think, and if you copy/paste the output from an HLSL file, those use the crappy Microsoft disassembler.
Probably does not matter for this scenario, but maybe.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
In case you didn't know, the code of shaders dumped by 3Dmigoto have two parts: HLSL and ASM, in that order. You will have to delete the first part so the first uncommented line will be "ps_5_0" (the shader model). Then you'll have to test things in the code, like multiplying things by 0 where you think that effect is done. If the game handles alt+tabbing without problems, you can do tests quickly.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
https://pastebin.com/fRcQx4Yw
I tried the ASM method but result is same, no changes are reflected in game, reloading all shaders has a series of consistent beeps, which i assume means all shaders have loaded without crashing.
all i'm getting from the log is
Just an FYI, this release has broken compatibility with Tom Clancy's The Division, and crashes during load. If I load using v1.2.66 it loads the game ok. I've tried loading v67 with allow platform update, hooking methods, and other compatibility options. Here's the debug log dump.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
This release is purely focussed on the remaining performance improvements I mentioned in the 1.2.67 release notes. These improvements are a little risky, and if there do turn out to be any issues with them I want 1.2.67 and 1.2.68 to be versions we can compare to determine if they are at fault.
- Binding StereoParams and IniParams no longer consumes CPU time on every draw call, and are instead are only bound when the context is first created, and any time the game attempts to unbind them. On my system this saves 2% CPU time in Grim Dawn, and masterotaku reported that this improved performance by a fairly significant 3-7fps.
- Eliminates overhead from frame analysis logging when in release mode. On my system this saves 0.5% CPU time in Grim Dawn, and masterotaku reported this improved the performance by <= 1fps.
- Fixes issues where the DirectX calls from the 3DMigoto overlay and hunting code could be intercepted by 3DMigoto itself when hooking is enabled, showing up in hunting, frame analysis, etc.
Please note, that the frame analysis and debug logging has changed very subtly in this release. In particular, draw calls that we skip due to hunting or handling=skip will no longer be logged, and calls where 3DMigoto has modified the arguments will now show the modified arguments instead of the original arguments from the game. The debug logging may also potentially miss logging a call that causes a crash in some cases.
Please let me know if this causes problems for anyone - I can imagine a few situations where this might end up making the log misleading and not obvious that has happened making it more difficult to e.g. trace resources through the log where 3DMigoto has changed that resource, but hopefully the impact will be pretty minimal in practice. If this does cause pain for anyone I may consider reverting this given the pretty significant complexity it added to the code and the fairly minimal performance improvement it made. It is a measurable improvement though, so for the moment it's staying.
Apologies for the delay on this release - I meant to release this back at the start of November, but you're all aware of my health issues and that hit me again before I had performed enough regression testing to satisfy myself that it was ok to release, and I still haven't done that testing. Please test this in a number of games and keep an eye out for any regressions (compared to 1.2.67 in particular) in the areas of:
- StereoParams not being bound
- IniParams not being bound
- Frame analysis logging (the log.txt) not working or misleading
- Regressions when hooking is enabled
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
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
Thanks for the update of 3Dmigoto and and everything you do for this community...I hope you feel a little better.
Recently the first game with the new frostbite engine 3 (Battelfront 2) has come out and it does not work with the new versions of 3Dmigoto. If at any time you want to take a look and you do not have the game, I can gift a key to you without obligation (PMme).
Thanks again...
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Don't worry about taking breaks whenever you need it. We understand and are patient :).
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I should be able to take a look. Most likely tomorrow. I'll focus on the differential.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
If that is the only shader that you are trying to assemble, then that means that the ASM is broken, and will not assemble properly.
There are a lot of gotchas when working with ASM, it's very fragile. Start with a completely unmodified ASM shader, and change only one line at a time until you find the error. You can F10 after each change, to reassemble.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
The point is, the unmodified ASM code does not assemble either.
Ah. Add the export_binary=1 to the Rendering section of d3dx.ini and that will generate .bin files of all the shaders.
We'll need that file to use with cmd_decompiler to see where it goes south.
Assuming you are using the export_shaders=1 to generate original ASM files. The ones created as part of that use Flugan's disassembler I think, and if you copy/paste the output from an HLSL file, those use the crappy Microsoft disassembler.
Probably does not matter for this scenario, but maybe.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers