Great, bo3b!
But there's a problem :p. Shaders are dumped with a "boop" because this is the first line that appears since the last update:
[code]/n// ---- 3Dmigoto v1.2.15 on Wed Dec 16 19:35:58 2015[/code]
That "/n" breaks the shader because it isn't commented. The line can be deleted, of course. But it's annoying when dumping and reloading (if the reload is done before deleting that line in some shader).
But there's a problem :p. Shaders are dumped with a "boop" because this is the first line that appears since the last update:
/n// ---- 3Dmigoto v1.2.15 on Wed Dec 16 19:35:58 2015
That "/n" breaks the shader because it isn't commented. The line can be deleted, of course. But it's annoying when dumping and reloading (if the reload is done before deleting that line in some shader).
That's what I thought. I like to see the line migoto generates with the date of a dump, so If that new line is just to prevent migoto to display that info I think it's not necessary.
That's what I thought. I like to see the line migoto generates with the date of a dump, so If that new line is just to prevent migoto to display that info I think it's not necessary.
The version number displayed like that might be a little confusing since it matches the version of 3DMigoto that dumped the shader, which is not necessarily the current version. Probably adding "Dumped with 3DMigoto 1.2.15" would be enough to remove the ambiguity?
The version number displayed like that might be a little confusing since it matches the version of 3DMigoto that dumped the shader, which is not necessarily the current version. Probably adding "Dumped with 3DMigoto 1.2.15" would be enough to remove the ambiguity?
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="masterotaku"]Great, bo3b!
But there's a problem :p. Shaders are dumped with a "boop" because this is the first line that appears since the last update:
[code]/n// ---- 3Dmigoto v1.2.15 on Wed Dec 16 19:35:58 2015[/code]
That "/n" breaks the shader because it isn't commented. The line can be deleted, of course. But it's annoying when dumping and reloading (if the reload is done before deleting that line in some shader).[/quote]
Sorry, my mistake. Didn't regenerate my ShaderCache so I didn't catch this one.
New version v1.2.17: [url]https://github.com/bo3b/3Dmigoto/releases/download/1.2.17/3Dmigoto-1.2.17.zip[/url]
Also changes the header to say:
// ---- Created with 3Dmigoto v1.2.17 on Thu Dec 17 01:22:39 2015
I added this header line because it helps me know how the file was generated, and in particular whether it might benefit from Decompiler fixes.
In general, that's not anything valuable in the overlay, which is why I added the "\n" to push it down a line.
Please play with it and see what you think works best, as this is not something we've tried before. If you really think the "Created with" line is helpful for any unchanged shaders, we can easily do that. My concern was with visual noise that's barely helpful. If you want the version of 3Dmigoto that is running, we could put that in the lower right corner for example.
But there's a problem :p. Shaders are dumped with a "boop" because this is the first line that appears since the last update:
/n// ---- 3Dmigoto v1.2.15 on Wed Dec 16 19:35:58 2015
That "/n" breaks the shader because it isn't commented. The line can be deleted, of course. But it's annoying when dumping and reloading (if the reload is done before deleting that line in some shader).
Sorry, my mistake. Didn't regenerate my ShaderCache so I didn't catch this one.
Also changes the header to say:
// ---- Created with 3Dmigoto v1.2.17 on Thu Dec 17 01:22:39 2015
I added this header line because it helps me know how the file was generated, and in particular whether it might benefit from Decompiler fixes.
In general, that's not anything valuable in the overlay, which is why I added the "\n" to push it down a line.
Please play with it and see what you think works best, as this is not something we've tried before. If you really think the "Created with" line is helpful for any unchanged shaders, we can easily do that. My concern was with visual noise that's barely helpful. If you want the version of 3Dmigoto that is running, we could put that in the lower right corner for example.
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 reason I wish that autogenerated line be visible in the OSD is that I like to see which shaders I've already dumped during hunting. Sometimes I go through the shader's list several times before making changes to the files, so that Information would be quite handy.
Also when I accidentaly dump a shader(yes, it happens) it can be easliy identified even after a few days because there is a generic comment on the osd.
The reason I wish that autogenerated line be visible in the OSD is that I like to see which shaders I've already dumped during hunting. Sometimes I go through the shader's list several times before making changes to the files, so that Information would be quite handy.
Also when I accidentaly dump a shader(yes, it happens) it can be easliy identified even after a few days because there is a generic comment on the osd.
[quote="Oomek"]The reason I wish that autogenerated line be visible in the OSD is that I like to see which shaders I've already dumped during hunting. Sometimes I go through the shader's list several times before making changes to the files, so that Information would be quite handy.
Also when I accidentaly dump a shader(yes, it happens) it can be easliy identified even after a few days because there is a generic comment on the osd.[/quote]
That's a good reason to switch it. I deleted the \n header line, so all shaders marked will now show the default line. v1.2.18.
You'll now see this default line for any shader in ShaderFixes, where you have not changed the first line. Files dumped into ShaderCache will also follow this format, so drag and drop or offline edit will show the same.
Oomek said:The reason I wish that autogenerated line be visible in the OSD is that I like to see which shaders I've already dumped during hunting. Sometimes I go through the shader's list several times before making changes to the files, so that Information would be quite handy.
Also when I accidentaly dump a shader(yes, it happens) it can be easliy identified even after a few days because there is a generic comment on the osd.
That's a good reason to switch it. I deleted the \n header line, so all shaders marked will now show the default line. v1.2.18.
You'll now see this default line for any shader in ShaderFixes, where you have not changed the first line. Files dumped into ShaderCache will also follow this format, so drag and drop or offline edit will show the same.
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
Just test the 1.2.18....and indeed is a very nice and handy feature.
See the text we add to identify shaders in the first line in the OSD is very handy!! Thanks!!
Just test the 1.2.18....and indeed is a very nice and handy feature.
See the text we add to identify shaders in the first line in the OSD is very handy!! Thanks!!
Thanks Bo3b for listening to my suggestions and for the latest update.
I would like to go back to my previous idea about keeping all #defines in a separate file loaded by #include command. It works now partially when I press F8(my reload shaders hotkey) but includes seem to be ignored when the game starts. It would ease up a lot the tweaking of defines when they are located in multiple shaders.
I know it's almost christmas and you probably are busy, but maybe it wouldn't take much to make that change in the code.
Thanks Bo3b for listening to my suggestions and for the latest update.
I would like to go back to my previous idea about keeping all #defines in a separate file loaded by #include command. It works now partially when I press F8(my reload shaders hotkey) but includes seem to be ignored when the game starts. It would ease up a lot the tweaking of defines when they are located in multiple shaders.
I know it's almost christmas and you probably are busy, but maybe it wouldn't take much to make that change in the code.
Hmmmm, 3DM started crashing Dirt3 when I go through VERTEX shaders. 1.2.14 does not crash. I wasn't able to check 1.2.15-1.2.17 because these versions have disappeared from github.
Update: 1.2.15-1.2.17 are also crashing. When I rename my shader's folder all is good. Tomorrow I'll try to narrow down the shader which is causing it.
Hmmmm, 3DM started crashing Dirt3 when I go through VERTEX shaders. 1.2.14 does not crash. I wasn't able to check 1.2.15-1.2.17 because these versions have disappeared from github.
Update: 1.2.15-1.2.17 are also crashing. When I rename my shader's folder all is good. Tomorrow I'll try to narrow down the shader which is causing it.
[quote="Oomek"]Hmmmm, 3DM started crashing Dirt3 when I go through VERTEX shaders. 1.2.14 does not crash. I wasn't able to check 1.2.15-1.2.17 because theese versions has disappeared from github.
Update: 1.2.15-1.2.17 are also crashing. When I rename my shader's folder all is good. Tomorrow I'll try to narrow down the shader which is causing it.[/quote]
The interim versions had various bugs, so I pulled them.
Probably a bug with my string handling, not handling a null ptr or empty string. I'll take a look.
Oomek said:Hmmmm, 3DM started crashing Dirt3 when I go through VERTEX shaders. 1.2.14 does not crash. I wasn't able to check 1.2.15-1.2.17 because theese versions has disappeared from github.
Update: 1.2.15-1.2.17 are also crashing. When I rename my shader's folder all is good. Tomorrow I'll try to narrow down the shader which is causing it.
The interim versions had various bugs, so I pulled them.
Probably a bug with my string handling, not handling a null ptr or empty string. I'll take a look.
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="Oomek"]Hmmmm, 3DM started crashing Dirt3 when I go through VERTEX shaders. 1.2.14 does not crash. I wasn't able to check 1.2.15-1.2.17 because these versions have disappeared from github.
Update: 1.2.15-1.2.17 are also crashing. When I rename my shader's folder all is good. Tomorrow I'll try to narrow down the shader which is causing it.[/quote]Since I own Dirt 3 I thought I'd see if I could reproduce this crash, but it's remaining stubbornly stable for me on 1.2.19. Can you send me your current ShaderFixes and d3dx.ini - if I can reproduce it with them I might be able to narrow it down.
Oomek said:Hmmmm, 3DM started crashing Dirt3 when I go through VERTEX shaders. 1.2.14 does not crash. I wasn't able to check 1.2.15-1.2.17 because these versions have disappeared from github.
Update: 1.2.15-1.2.17 are also crashing. When I rename my shader's folder all is good. Tomorrow I'll try to narrow down the shader which is causing it.
Since I own Dirt 3 I thought I'd see if I could reproduce this crash, but it's remaining stubbornly stable for me on 1.2.19. Can you send me your current ShaderFixes and d3dx.ini - if I can reproduce it with them I might be able to narrow it down.
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
@DarkStarSword
With this version now we can change for example convergence or separation depending on the scene? automatic?
If is Yes...this is AWESOME!...how to use it?
[quote]v1.2.19 adds a 'condition' option to [Key] sections to allow them to be conditional on an IniParam for use with scene detection.[/quote]
With this version now we can change for example convergence or separation depending on the scene? automatic?
If is Yes...this is AWESOME!...how to use it?
v1.2.19 adds a 'condition' option to [Key] sections to allow them to be conditional on an IniParam for use with scene detection.
[quote="DarkStarSword"][quote="Oomek"]Hmmmm, 3DM started crashing Dirt3 when I go through VERTEX shaders. 1.2.14 does not crash. I wasn't able to check 1.2.15-1.2.17 because these versions have disappeared from github.
Update: 1.2.15-1.2.17 are also crashing. When I rename my shader's folder all is good. Tomorrow I'll try to narrow down the shader which is causing it.[/quote]Since I own Dirt 3 I thought I'd see if I could reproduce this crash, but it's remaining stubbornly stable for me on 1.2.19. Can you send me your current ShaderFixes and d3dx.ini - if I can reproduce it with them I might be able to narrow it down.[/quote]
I'm sorry, but I'm not able to reproduce the crash anymore. I must have removed the trigger when working with shaders in the meantime. I'll let you know if it happens again.
Oomek said:Hmmmm, 3DM started crashing Dirt3 when I go through VERTEX shaders. 1.2.14 does not crash. I wasn't able to check 1.2.15-1.2.17 because these versions have disappeared from github.
Update: 1.2.15-1.2.17 are also crashing. When I rename my shader's folder all is good. Tomorrow I'll try to narrow down the shader which is causing it.
Since I own Dirt 3 I thought I'd see if I could reproduce this crash, but it's remaining stubbornly stable for me on 1.2.19. Can you send me your current ShaderFixes and d3dx.ini - if I can reproduce it with them I might be able to narrow it down.
I'm sorry, but I'm not able to reproduce the crash anymore. I must have removed the trigger when working with shaders in the meantime. I'll let you know if it happens again.
But there's a problem :p. Shaders are dumped with a "boop" because this is the first line that appears since the last update:
That "/n" breaks the shader because it isn't commented. The line can be deleted, of course. But it's annoying when dumping and reloading (if the reload is done before deleting that line in some shader).
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3DM produces low beep and is not compiling until I remove "/n"
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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
EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64
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
Sorry, my mistake. Didn't regenerate my ShaderCache so I didn't catch this one.
New version v1.2.17: https://github.com/bo3b/3Dmigoto/releases/download/1.2.17/3Dmigoto-1.2.17.zip
Also changes the header to say:
// ---- Created with 3Dmigoto v1.2.17 on Thu Dec 17 01:22:39 2015
I added this header line because it helps me know how the file was generated, and in particular whether it might benefit from Decompiler fixes.
In general, that's not anything valuable in the overlay, which is why I added the "\n" to push it down a line.
Please play with it and see what you think works best, as this is not something we've tried before. If you really think the "Created with" line is helpful for any unchanged shaders, we can easily do that. My concern was with visual noise that's barely helpful. If you want the version of 3Dmigoto that is running, we could put that in the lower right corner for example.
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
Also when I accidentaly dump a shader(yes, it happens) it can be easliy identified even after a few days because there is a generic comment on the osd.
EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64
That's a good reason to switch it. I deleted the \n header line, so all shaders marked will now show the default line. v1.2.18.
You'll now see this default line for any shader in ShaderFixes, where you have not changed the first line. Files dumped into ShaderCache will also follow this format, so drag and drop or offline edit will show the same.
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
See the text we add to identify shaders in the first line in the OSD is very handy!! Thanks!!
MY WEB
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My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I would like to go back to my previous idea about keeping all #defines in a separate file loaded by #include command. It works now partially when I press F8(my reload shaders hotkey) but includes seem to be ignored when the game starts. It would ease up a lot the tweaking of defines when they are located in multiple shaders.
I know it's almost christmas and you probably are busy, but maybe it wouldn't take much to make that change in the code.
EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64
Update: 1.2.15-1.2.17 are also crashing. When I rename my shader's folder all is good. Tomorrow I'll try to narrow down the shader which is causing it.
EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64
The interim versions had various bugs, so I pulled them.
Probably a bug with my string handling, not handling a null ptr or empty string. I'll take a look.
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
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
With this version now we can change for example convergence or separation depending on the scene? automatic?
If is Yes...this is AWESOME!...how to use it?
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I'm sorry, but I'm not able to reproduce the crash anymore. I must have removed the trigger when working with shaders in the meantime. I'll let you know if it happens again.
EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64