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Thanks DSS!! i will test with MGSV:TPP today night.
Thanks DSS!!

i will test with MGSV:TPP today night.

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Posted 01/18/2016 01:58 PM   
@DSS I do a quick test with MGSV:TPP. using hook=all (force_cpu_affinity=1 or 0) i get a silent crash (black screen without sound, but ALT-TAB show the windows crash message. Itry like 15 times and always get a crash. using hook=deferred_contexts i don't get a crash, but every shader i hunt is incomplete in HLSL...the HLSL code is fine just before a "nop" line that is show in the ASM code. Do you have this? or is something related to the hooking method? HLSL (i remove the headers) [code]void main( float4 v0 : POSITION0, float4 v1 : NORMAL0, float4 v2 : COLOR0, float4 v3 : TANGENT0, uint4 v4 : BLENDINDICES0, float4 v5 : BLENDWEIGHT0, out float o0 : TEXCOORD1, out float4 o1 : SV_Position0) { float4 r0,r1,r2,r3,r4,r5,r6,r7; uint4 bitmask, uiDest; float4 fDest; r0.xyz = v0.xyz; r1.xyzw = v5.xyzw; }[/code] ASM Code: [code]vs_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb2[8], immediateIndexed dcl_constantbuffer cb5[9], immediateIndexed dcl_constantbuffer cb6[96], dynamicIndexed dcl_input v0.xyzw dcl_input v4.xyzw dcl_input v5.xyzw dcl_output o0.x dcl_output_siv o1.xyzw, position dcl_temps 8 #line 64 "d:\work\master\git_clone\_intermediate\win64\GrModelShaders_dx11_win64\Release\ModelForward_ShadowOpaque_vs.hlsl" mov r0.xyz, v0.xyzx // NTransformInput_transform_inPosition<0,1,2> #line 74 mov r1.xyzw, v5.xyzw // NTransformInput_transform_inBlendWeights<0,1,2,3> nop <------- HERE IS THE NOP LINE *************** mov r0.xyz, r0.xyzx // inPosition<0,1,2> mov r1.xyzw, r1.xyzw // inBlendWeights<0,1,2,3> #line 52 ne r2.x, cb5[8].x, l(0.000000) if_nz r2.x nop mov r1.xyzw, r1.xyzw // blendWeights<0,1,2,3> #line 22 imul null, r2.x, v4.x, l(3) mul r3.xyzw, r1.xxxx, cb6[r2.x + 0].xyzw // blendMatrix<0:Inf,3:Inf,6:Inf,9:Inf> mul r4.xyzw, r1.xxxx, cb6[r2.x + 1].xyzw // blendMatrix<1:Inf,4:Inf,7:Inf,10:Inf> mul r2.xyzw, r1.xxxx, cb6[r2.x + 2].xyzw // blendMatrix<2:Inf,5:Inf,8:Inf,11:Inf> imul null, r1.x, v4.y, l(3) mul r5.xyzw, r1.yyyy, cb6[r1.x + 0].xyzw mul r6.xyzw, r1.yyyy, cb6[r1.x + 1].xyzw mul r7.xyzw, r1.yyyy, cb6[r1.x + 2].xyzw add r3.xyzw, r3.xyzw, r5.xyzw // blendMatrix<0:NaN:Inf,3:NaN:Inf,6:NaN:Inf,9:NaN:Inf> add r4.xyzw, r4.xyzw, r6.xyzw // blendMatrix<1:NaN:Inf,4:NaN:Inf,7:NaN:Inf,10:NaN:Inf> add r2.xyzw, r2.xyzw, r7.xyzw // blendMatrix<2:NaN:Inf,5:NaN:Inf,8:NaN:Inf,11:NaN:Inf> imul null, r1.x, v4.z, l(3) mul r5.xyzw, r1.zzzz, cb6[r1.x + 0].xyzw mul r6.xyzw, r1.zzzz, cb6[r1.x + 1].xyzw mul r7.xyzw, r1.zzzz, cb6[r1.x + 2].xyzw add r3.xyzw, r3.xyzw, r5.xyzw // blendMatrix<0:NaN:Inf,3:NaN:Inf,6:NaN:Inf,9:NaN:Inf> add r4.xyzw, r4.xyzw, r6.xyzw // blendMatrix<1:NaN:Inf,4:NaN:Inf,7:NaN:Inf,10:NaN:Inf> add r2.xyzw, r2.xyzw, r7.xyzw // blendMatrix<2:NaN:Inf,5:NaN:Inf,8:NaN:Inf,11:NaN:Inf> imul null, r1.x, v4.w, l(3) mul r5.xyzw, r1.wwww, cb6[r1.x + 0].xyzw mul r6.xyzw, r1.wwww, cb6[r1.x + 1].xyzw mul r1.xyzw, r1.wwww, cb6[r1.x + 2].xyzw add r3.xyzw, r3.xyzw, r5.xyzw // blendMatrix<0:NaN:Inf,3:NaN:Inf,6:NaN:Inf,9:NaN:Inf> add r4.xyzw, r4.xyzw, r6.xyzw // blendMatrix<1:NaN:Inf,4:NaN:Inf,7:NaN:Inf,10:NaN:Inf> add r1.xyzw, r1.xyzw, r2.xyzw // blendMatrix<2:NaN:Inf,5:NaN:Inf,8:NaN:Inf,11:NaN:Inf> nop #line 416 dp4 r0.x, v0.xyzw, r3.xyzw // ApplyMatrixT<0:NaN:Inf> dp4 r0.y, v0.xyzw, r4.xyzw // ApplyMatrixT<1:NaN:Inf> dp4 r0.z, v0.xyzw, r1.xyzw // ApplyMatrixT<2:NaN:Inf> #line 27 mov r0.xyz, r0.xyzx // position<0:NaN:Inf,1:NaN:Inf,2:NaN:Inf> nop nop #line 54 mov r0.xyz, r0.xyzx // inPosition<0:NaN:Inf,1:NaN:Inf,2:NaN:Inf> endif #line 63 nop nop #line 68 nop nop #line 81 nop #line 25 nop #line 145 nop #line 408 mov r0.w, v0.w dp4 r1.x, r0.xyzw, cb5[0].xyzw // ApplyMatrixT<0:NaN:Inf> dp4 r1.y, r0.xyzw, cb5[1].xyzw // ApplyMatrixT<1:NaN:Inf> dp4 r1.z, r0.xyzw, cb5[2].xyzw // ApplyMatrixT<2:NaN:Inf> dp4 r1.w, r0.xyzw, cb5[3].xyzw // ApplyMatrixT<3:NaN:Inf> #line 146 nop #line 408 dp4 r0.x, r1.xyzw, cb2[4].xyzw // ApplyMatrixT<0:NaN:Inf> dp4 r0.y, r1.xyzw, cb2[5].xyzw // ApplyMatrixT<1:NaN:Inf> dp4 r0.z, r1.xyzw, cb2[6].xyzw // ApplyMatrixT<2:NaN:Inf> dp4 r0.w, r1.xyzw, cb2[7].xyzw // ApplyMatrixT<3:NaN:Inf> #line 146 mov r0.xyzw, r0.xyzw // hPosition<0:NaN:Inf,1:NaN:Inf,2:NaN:Inf,3:NaN:Inf> nop #line 25 mov r0.xyzw, r0.xyzw // outProjectionPosition<0:NaN:Inf,1:NaN:Inf,2:NaN:Inf,3:NaN:Inf> nop #line 81 mov r0.xyzw, r0.xyzw // NGetProjection_getProjection_outProjectionPosition<0:NaN:Inf,1:NaN:Inf,2:NaN:Inf,3:NaN:Inf> #line 86 mov r1.xy, r0.zwzz // NGetDepth_getDepth_inScreenPos<2:NaN:Inf,3:NaN:Inf> nop mov r1.xy, r1.xyxx // inScreenPos<2:NaN:Inf,3:NaN:Inf> #line 21 div r1.x, r1.x, r1.y // outDepth<0:NaN:Inf> #line 87 mov r1.x, r1.x // NGetDepth_getDepth_outDepth<0:NaN:Inf> #line 90 mov o1.xyzw, r0.xyzw // outPosition<0:NaN:Inf,1:NaN:Inf,2:NaN:Inf,3:NaN:Inf> #line 97 mov o0.x, r1.x // outDepth<0:NaN:Inf> #line 27 ret // Approximately 73 instruction slots used[/code]
@DSS

I do a quick test with MGSV:TPP.

using hook=all (force_cpu_affinity=1 or 0) i get a silent crash (black screen without sound, but ALT-TAB show the windows crash message. Itry like 15 times and always get a crash.

using hook=deferred_contexts i don't get a crash, but every shader i hunt is incomplete in HLSL...the HLSL code is fine just before a "nop" line that is show in the ASM code.


Do you have this? or is something related to the hooking method?

HLSL (i remove the headers)
void main( 
float4 v0 : POSITION0,
float4 v1 : NORMAL0,
float4 v2 : COLOR0,
float4 v3 : TANGENT0,
uint4 v4 : BLENDINDICES0,
float4 v5 : BLENDWEIGHT0,
out float o0 : TEXCOORD1,
out float4 o1 : SV_Position0)
{
float4 r0,r1,r2,r3,r4,r5,r6,r7;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyz = v0.xyz;
r1.xyzw = v5.xyzw;
}


ASM Code:
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb2[8], immediateIndexed
dcl_constantbuffer cb5[9], immediateIndexed
dcl_constantbuffer cb6[96], dynamicIndexed
dcl_input v0.xyzw
dcl_input v4.xyzw
dcl_input v5.xyzw
dcl_output o0.x
dcl_output_siv o1.xyzw, position
dcl_temps 8

#line 64 "d:\work\master\git_clone\_intermediate\win64\GrModelShaders_dx11_win64\Release\ModelForward_ShadowOpaque_vs.hlsl"
mov r0.xyz, v0.xyzx // NTransformInput_transform_inPosition<0,1,2>

#line 74
mov r1.xyzw, v5.xyzw // NTransformInput_transform_inBlendWeights<0,1,2,3>
nop <------- HERE IS THE NOP LINE ***************
mov r0.xyz, r0.xyzx // inPosition<0,1,2>
mov r1.xyzw, r1.xyzw // inBlendWeights<0,1,2,3>

#line 52
ne r2.x, cb5[8].x, l(0.000000)
if_nz r2.x
nop
mov r1.xyzw, r1.xyzw // blendWeights<0,1,2,3>

#line 22
imul null, r2.x, v4.x, l(3)
mul r3.xyzw, r1.xxxx, cb6[r2.x + 0].xyzw // blendMatrix<0:Inf,3:Inf,6:Inf,9:Inf>
mul r4.xyzw, r1.xxxx, cb6[r2.x + 1].xyzw // blendMatrix<1:Inf,4:Inf,7:Inf,10:Inf>
mul r2.xyzw, r1.xxxx, cb6[r2.x + 2].xyzw // blendMatrix<2:Inf,5:Inf,8:Inf,11:Inf>
imul null, r1.x, v4.y, l(3)
mul r5.xyzw, r1.yyyy, cb6[r1.x + 0].xyzw
mul r6.xyzw, r1.yyyy, cb6[r1.x + 1].xyzw
mul r7.xyzw, r1.yyyy, cb6[r1.x + 2].xyzw
add r3.xyzw, r3.xyzw, r5.xyzw // blendMatrix<0:NaN:Inf,3:NaN:Inf,6:NaN:Inf,9:NaN:Inf>
add r4.xyzw, r4.xyzw, r6.xyzw // blendMatrix<1:NaN:Inf,4:NaN:Inf,7:NaN:Inf,10:NaN:Inf>
add r2.xyzw, r2.xyzw, r7.xyzw // blendMatrix<2:NaN:Inf,5:NaN:Inf,8:NaN:Inf,11:NaN:Inf>
imul null, r1.x, v4.z, l(3)
mul r5.xyzw, r1.zzzz, cb6[r1.x + 0].xyzw
mul r6.xyzw, r1.zzzz, cb6[r1.x + 1].xyzw
mul r7.xyzw, r1.zzzz, cb6[r1.x + 2].xyzw
add r3.xyzw, r3.xyzw, r5.xyzw // blendMatrix<0:NaN:Inf,3:NaN:Inf,6:NaN:Inf,9:NaN:Inf>
add r4.xyzw, r4.xyzw, r6.xyzw // blendMatrix<1:NaN:Inf,4:NaN:Inf,7:NaN:Inf,10:NaN:Inf>
add r2.xyzw, r2.xyzw, r7.xyzw // blendMatrix<2:NaN:Inf,5:NaN:Inf,8:NaN:Inf,11:NaN:Inf>
imul null, r1.x, v4.w, l(3)
mul r5.xyzw, r1.wwww, cb6[r1.x + 0].xyzw
mul r6.xyzw, r1.wwww, cb6[r1.x + 1].xyzw
mul r1.xyzw, r1.wwww, cb6[r1.x + 2].xyzw
add r3.xyzw, r3.xyzw, r5.xyzw // blendMatrix<0:NaN:Inf,3:NaN:Inf,6:NaN:Inf,9:NaN:Inf>
add r4.xyzw, r4.xyzw, r6.xyzw // blendMatrix<1:NaN:Inf,4:NaN:Inf,7:NaN:Inf,10:NaN:Inf>
add r1.xyzw, r1.xyzw, r2.xyzw // blendMatrix<2:NaN:Inf,5:NaN:Inf,8:NaN:Inf,11:NaN:Inf>
nop

#line 416
dp4 r0.x, v0.xyzw, r3.xyzw // ApplyMatrixT<0:NaN:Inf>
dp4 r0.y, v0.xyzw, r4.xyzw // ApplyMatrixT<1:NaN:Inf>
dp4 r0.z, v0.xyzw, r1.xyzw // ApplyMatrixT<2:NaN:Inf>

#line 27
mov r0.xyz, r0.xyzx // position<0:NaN:Inf,1:NaN:Inf,2:NaN:Inf>
nop
nop

#line 54
mov r0.xyz, r0.xyzx // inPosition<0:NaN:Inf,1:NaN:Inf,2:NaN:Inf>
endif

#line 63
nop
nop

#line 68
nop
nop

#line 81
nop

#line 25
nop

#line 145
nop

#line 408
mov r0.w, v0.w
dp4 r1.x, r0.xyzw, cb5[0].xyzw // ApplyMatrixT<0:NaN:Inf>
dp4 r1.y, r0.xyzw, cb5[1].xyzw // ApplyMatrixT<1:NaN:Inf>
dp4 r1.z, r0.xyzw, cb5[2].xyzw // ApplyMatrixT<2:NaN:Inf>
dp4 r1.w, r0.xyzw, cb5[3].xyzw // ApplyMatrixT<3:NaN:Inf>

#line 146
nop

#line 408
dp4 r0.x, r1.xyzw, cb2[4].xyzw // ApplyMatrixT<0:NaN:Inf>
dp4 r0.y, r1.xyzw, cb2[5].xyzw // ApplyMatrixT<1:NaN:Inf>
dp4 r0.z, r1.xyzw, cb2[6].xyzw // ApplyMatrixT<2:NaN:Inf>
dp4 r0.w, r1.xyzw, cb2[7].xyzw // ApplyMatrixT<3:NaN:Inf>

#line 146
mov r0.xyzw, r0.xyzw // hPosition<0:NaN:Inf,1:NaN:Inf,2:NaN:Inf,3:NaN:Inf>
nop

#line 25
mov r0.xyzw, r0.xyzw // outProjectionPosition<0:NaN:Inf,1:NaN:Inf,2:NaN:Inf,3:NaN:Inf>
nop

#line 81
mov r0.xyzw, r0.xyzw // NGetProjection_getProjection_outProjectionPosition<0:NaN:Inf,1:NaN:Inf,2:NaN:Inf,3:NaN:Inf>

#line 86
mov r1.xy, r0.zwzz // NGetDepth_getDepth_inScreenPos<2:NaN:Inf,3:NaN:Inf>
nop
mov r1.xy, r1.xyxx // inScreenPos<2:NaN:Inf,3:NaN:Inf>

#line 21
div r1.x, r1.x, r1.y // outDepth<0:NaN:Inf>

#line 87
mov r1.x, r1.x // NGetDepth_getDepth_outDepth<0:NaN:Inf>

#line 90
mov o1.xyzw, r0.xyzw // outPosition<0:NaN:Inf,1:NaN:Inf,2:NaN:Inf,3:NaN:Inf>

#line 97
mov o0.x, r1.x // outDepth<0:NaN:Inf>

#line 27
ret
// Approximately 73 instruction slots used

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Posted 01/18/2016 02:44 PM   
double post (nvidia stupid forum)
double post
(nvidia stupid forum)

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Posted 01/18/2016 02:45 PM   
With MGSV:GZ using hook=deferred_contexts and force_cpu_affinity=1 work fine for hunting/fixing. In fact i look only the menu and fix the big haloing in the entire screen and shadows/lights. I still don't start a game, but shadows/lights should be easy to fix (we have the projection matrix). Also will be very helpful if we can fix using force_cpu_affinity=0, because using "1" framerate are very low, so is impossible to play and fix at the same time. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/67899/[/img]
With MGSV:GZ using hook=deferred_contexts and force_cpu_affinity=1 work fine for hunting/fixing.

In fact i look only the menu and fix the big haloing in the entire screen and shadows/lights.
I still don't start a game, but shadows/lights should be easy to fix (we have the projection matrix).

Also will be very helpful if we can fix using force_cpu_affinity=0, because using "1" framerate are very low, so is impossible to play and fix at the same time.

Image

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Posted 01/18/2016 04:19 PM   
Nice Improvement! [quote="mike_ar69"]It looks like shit.[img]https://forums.geforce.com/cmd/default/download-comment-attachment/62799/[/img][/quote] What exactly is the source of the black portion of the character image? Is it there so that he isn't opaque? Like some kind of background that they build upon? It's probably what causes the character halo when using CM. The first time I ever saw it was in the Force Unleashed, I don't recall ever seeing it in older games.
Nice Improvement!

mike_ar69 said:It looks like shit.Image


What exactly is the source of the black portion of the character image? Is it there so that he isn't opaque? Like some kind of background that they build upon?

It's probably what causes the character halo when using CM.

The first time I ever saw it was in the Force Unleashed, I don't recall ever seeing it in older games.

Posted 01/18/2016 04:32 PM   
It's shadows and lights halo, the effect is present in all the screen....so need to fix in the VS. Next in the PS is necessary to fix shadows and lights position. MGSV:TPP have the same issue and i'm sure is the same thing.
It's shadows and lights halo, the effect is present in all the screen....so need to fix in the VS. Next in the PS is necessary to fix shadows and lights position.

MGSV:TPP have the same issue and i'm sure is the same thing.

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Posted 01/18/2016 05:29 PM   
3DMigoto 1.2.25 is out to enable compatibility with MGSV:TPP and fixes decompiler issues with both MGSV games. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/67902/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/67903/[/img] I worked out the pattern to fix the shadows, so this game is now looking very promising :) Edit: I posted in the MGSV thread before checking this thread - I see you also cracked the pattern ;-) 3DMigoto 1.2.25 now works with TPP, provided certain options are set: hook=all except_set_shader_resources - Required for compatibility with this game. Except... is a workaround for a particular crash (actually I worked around it twice - this will silence the warning that the other workaround raises, so I don't forget about it) hunting=2 - hunting=1 will hang on launch due to an overlay problem force_cpu_affinity=1 - not positive this is required, but safer when hooking (will try to address this)
3DMigoto 1.2.25 is out to enable compatibility with MGSV:TPP and fixes decompiler issues with both MGSV games.

Image

Image

I worked out the pattern to fix the shadows, so this game is now looking very promising :)
Edit: I posted in the MGSV thread before checking this thread - I see you also cracked the pattern ;-)


3DMigoto 1.2.25 now works with TPP, provided certain options are set:

hook=all except_set_shader_resources
- Required for compatibility with this game. Except... is a workaround for a particular crash (actually I worked around it twice - this will silence the warning that the other workaround raises, so I don't forget about it)

hunting=2
- hunting=1 will hang on launch due to an overlay problem

force_cpu_affinity=1
- not positive this is required, but safer when hooking (will try to address this)

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
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Posted 01/18/2016 07:27 PM   
Thanks DSS!! Now is working perfect.....even with the force_cpu_affinity=0 now i don't have a crash (of course need more test). I'm editing the shaders in another PC, so i'm not doing ALT-TAB, maybe is related to that. I saw the fixing shaders in your github...and yes, they are the same patterns than GZ. So this could be a Metal Gear Solid V COMBO fix!! 2x1 I don't know wich game start to fixing...LOL....DSS, you will fix TPP?
Thanks DSS!!

Now is working perfect.....even with the force_cpu_affinity=0 now i don't have a crash (of course need more test). I'm editing the shaders in another PC, so i'm not doing ALT-TAB, maybe is related to that.

I saw the fixing shaders in your github...and yes, they are the same patterns than GZ. So this could be a Metal Gear Solid V COMBO fix!! 2x1


I don't know wich game start to fixing...LOL....DSS, you will fix TPP?

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Posted 01/18/2016 08:01 PM   
[quote="DHR"]Now is working perfect.....even with the force_cpu_affinity=0 now i don't have a crash (of course need more test). I'm editing the shaders in another PC, so i'm not doing ALT-TAB, maybe is related to that.[/quote]Good to know, thanks :) I also had some trouble with alt+tab not working consistently, but I haven't checked if it is related to 3DMigoto or not. Like you, I do most of my editing using a second laptop so I can avoid needing it unless I need to check a frame analysis dump. [quote]I saw the fixing shaders in your github...and yes, they are the same patterns than GZ. So this could be a Metal Gear Solid V COMBO fix!! 2x1[/quote]I had a feeling the pattern would be the same - they both were visually broken in the same way with the telltale triple image lighting halo that I am very familiar with thanks to Unity. I actually spent a little time looking at the GZ shaders when I first got it running in 3DMigoto, but decided that I should prioritise making TPP work in 3DMigoto instead :) Do any of the same shader hashes appear in GZ, or just the patterns? Edit: Checked on my own system - looks like there's only about half a dozen common hashes, so the answer is they only share the patterns. [quote]I don't know wich game start to fixing...LOL....DSS, you will fix TPP?[/quote]Hehe, I had the same dilemma, but yeah I'm thinking I'll focus on TPP for now :) Either way we should probably aim to release the GZ fix first for chronological reasons (or at the same time), but as a shorter game I expect that will happen anyway ;)
DHR said:Now is working perfect.....even with the force_cpu_affinity=0 now i don't have a crash (of course need more test). I'm editing the shaders in another PC, so i'm not doing ALT-TAB, maybe is related to that.
Good to know, thanks :) I also had some trouble with alt+tab not working consistently, but I haven't checked if it is related to 3DMigoto or not. Like you, I do most of my editing using a second laptop so I can avoid needing it unless I need to check a frame analysis dump.

I saw the fixing shaders in your github...and yes, they are the same patterns than GZ. So this could be a Metal Gear Solid V COMBO fix!! 2x1
I had a feeling the pattern would be the same - they both were visually broken in the same way with the telltale triple image lighting halo that I am very familiar with thanks to Unity. I actually spent a little time looking at the GZ shaders when I first got it running in 3DMigoto, but decided that I should prioritise making TPP work in 3DMigoto instead :)

Do any of the same shader hashes appear in GZ, or just the patterns? Edit: Checked on my own system - looks like there's only about half a dozen common hashes, so the answer is they only share the patterns.

I don't know wich game start to fixing...LOL....DSS, you will fix TPP?
Hehe, I had the same dilemma, but yeah I'm thinking I'll focus on TPP for now :) Either way we should probably aim to release the GZ fix first for chronological reasons (or at the same time), but as a shorter game I expect that will happen anyway ;)

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
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Posted 01/19/2016 05:38 AM   
The patterns are the same, but the shaders are different. Yesterday i start to play the prologue in TPP, and fix a bunch of halos and shadows/lights....i can send you the files. There are 3 issues remain: - Ambient oclussion, even if you set off - Decals from fire are 2D - There is some blue light (one spot is orange) that appear in some part and some angles (like a cut off light), very anoying. Those 3 issues appear in the 5 min of the prologue. This is the best prologue i play in a game.
The patterns are the same, but the shaders are different.

Yesterday i start to play the prologue in TPP, and fix a bunch of halos and shadows/lights....i can send you the files. There are 3 issues remain:
- Ambient oclussion, even if you set off
- Decals from fire are 2D
- There is some blue light (one spot is orange) that appear in some part and some angles (like a cut off light), very anoying.

Those 3 issues appear in the 5 min of the prologue.

This is the best prologue i play in a game.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 01/19/2016 11:24 AM   
I'm having some issues with dumping shaders using export_hlsl=1 When a shader contains the definition of the float4x4 with an array of values assigned it's not beeing dumped. Does this function skip shaders which throw an error during the decompile process? I'm missing some shaders and I know they are run just once to generate some Textures or cubemaps. They are inactive during the game and I have no way to dump them using normal cycling. I'm begging you, please fix that float4x4 bug.
I'm having some issues with dumping shaders using export_hlsl=1
When a shader contains the definition of the float4x4 with an array of values assigned it's not beeing dumped.
Does this function skip shaders which throw an error during the decompile process?

I'm missing some shaders and I know they are run just once to generate some Textures or cubemaps. They are inactive during the game and I have no way to dump them using normal cycling.

I'm begging you, please fix that float4x4 bug.

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

Posted 01/19/2016 11:45 AM   
Since TPP decided to update tonight I spent some time writing a new script instead: hlsltool.py (in my 3d-fixes repo) is to DX11 HLSL shaders what shadertool.py was to DX9 asm shaders. --auto-fix-vertex-halo is implemented, and should be able to handle the same edge cases that shadertool could (but needs testing of course). For MGSV in particular it strips out all those useless x=x instructions to make it easier to see the important bits of the shader. @DHR, yes please send me any shaders you are working on. If you are comfortable using git I can give you commit access to 3d-fixes, or we could set up another shared repository. Otherwise we can just sync up every now and again. @Oomek, can you give me an example of one of the affected shaders (export_shaders=1 to get assembly. Also check the d3d11_log.txt to find the error). I think this might be an issue that bo3b was looking into a while back.
Since TPP decided to update tonight I spent some time writing a new script instead: hlsltool.py (in my 3d-fixes repo) is to DX11 HLSL shaders what shadertool.py was to DX9 asm shaders. --auto-fix-vertex-halo is implemented, and should be able to handle the same edge cases that shadertool could (but needs testing of course). For MGSV in particular it strips out all those useless x=x instructions to make it easier to see the important bits of the shader.

@DHR, yes please send me any shaders you are working on. If you are comfortable using git I can give you commit access to 3d-fixes, or we could set up another shared repository. Otherwise we can just sync up every now and again.

@Oomek, can you give me an example of one of the affected shaders (export_shaders=1 to get assembly. Also check the d3d11_log.txt to find the error). I think this might be an issue that bo3b was looking into a while back.

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

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

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

Posted 01/19/2016 05:34 PM   
@DarkStarSword [code] HackerDevice::CreatePixelShader called with BytecodeLength = 6208, handle = 8FFA7000, ClassLinkage = 00000000 bytecode hash = 9b3565878a677117 creating HLSL representation. error parsing shader> 7 Error parsing buffer offset: // 0x00000000 0x00000000 0x3f800000 0x00000000 // 0x00000000 0x00 shader registered for possible reloading: 9b3565878a677117_ps as bin - returns result = 0, handle = 86465130 [/code] [code] // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // using 3Dmigoto v1.2.23 on Mon Jan 18 15:02:10 2016 // // // Buffer Definitions: // // cbuffer $Globals // { // // float4 velocityDecodingParams; // Offset: 0 Size: 16 [unused] // float4 renderSlice; // Offset: 16 Size: 16 [unused] // float4 sampler0IDim; // Offset: 32 Size: 16 [unused] // float2 sampler1IDim; // Offset: 48 Size: 8 [unused] // float2 sampler2IDim; // Offset: 56 Size: 8 [unused] // float2 sampler0Dim; // Offset: 64 Size: 8 [unused] // float2 sampler1Dim; // Offset: 72 Size: 8 [unused] // float2 sampler2Dim; // Offset: 80 Size: 8 [unused] // float4 ditherMatrixIDim; // Offset: 96 Size: 16 [unused] // float4x4 screenEnvXForm; // Offset: 112 Size: 64 [unused] // float2 bloomHighIDim; // Offset: 176 Size: 8 [unused] // float2 bloomLowIDim; // Offset: 184 Size: 8 [unused] // float2 bloomMediumIDim; // Offset: 192 Size: 8 [unused] // float4x4 lensFlareParams; // Offset: 208 Size: 64 [unused] // float4x4 lensFlareParams2; // Offset: 272 Size: 64 [unused] // float lensFlareParams3; // Offset: 336 Size: 4 [unused] // float2 streakIDim; // Offset: 340 Size: 8 [unused] // float2 streak2IDim; // Offset: 352 Size: 8 [unused] // float2 streak3IDim; // Offset: 360 Size: 8 [unused] // float4x4 streakXForm; // Offset: 368 Size: 64 [unused] // float4x4 streakXFormI0; // Offset: 432 Size: 64 // float4x4 streakXFormI1; // Offset: 496 Size: 64 // float4x4 streakXFormI2; // Offset: 560 Size: 64 // float2 streakFactor; // Offset: 624 Size: 8 // float4 streakFactor0; // Offset: 640 Size: 16 // float4 streakFactor1; // Offset: 656 Size: 16 // float4 streakFactor2; // Offset: 672 Size: 16 // float4 streakParams; // Offset: 688 Size: 16 [unused] // float2 warpMapIDim; // Offset: 704 Size: 8 [unused] // float4 distortionParams; // Offset: 720 Size: 16 [unused] // float2 prevFrameIDim; // Offset: 736 Size: 8 [unused] // float4 screenProj; // Offset: 752 Size: 16 [unused] // float motionPartition; // Offset: 768 Size: 4 [unused] // float luminanceMin; // Offset: 772 Size: 4 [unused] // float luminanceMax; // Offset: 776 Size: 4 [unused] // float keyValue; // Offset: 780 Size: 4 [unused] // float vignetteAmount; // Offset: 784 Size: 4 [unused] // float4 vignetteBlur; // Offset: 800 Size: 16 [unused] // float vignetteSaturation; // Offset: 816 Size: 4 [unused] // float4 vignetteColourTL; // Offset: 832 Size: 16 [unused] // float4 vignetteColourTR; // Offset: 848 Size: 16 [unused] // float4 vignetteColourBL; // Offset: 864 Size: 16 [unused] // float4 vignetteColourBR; // Offset: 880 Size: 16 [unused] // float2 vignetteTransition; // Offset: 896 Size: 8 [unused] // float vignetteShape; // Offset: 904 Size: 4 [unused] // float4 vignetteParams1; // Offset: 912 Size: 16 [unused] // float4 vignetteParams2; // Offset: 928 Size: 16 [unused] // float3 preMultipliedTint; // Offset: 944 Size: 12 [unused] // float4 colorParams; // Offset: 960 Size: 16 [unused] // float lowerThreshold; // Offset: 976 Size: 4 [unused] // float upperThresholdMul; // Offset: 980 Size: 4 [unused] // float bigBloomThreshold; // Offset: 984 Size: 4 [unused] // float smallBloomThreshold; // Offset: 988 Size: 4 [unused] // float upperThresholdFactor; // Offset: 992 Size: 4 [unused] // float smallBloomFactor; // Offset: 996 Size: 4 [unused] // float mediumBloomFactor; // Offset: 1000 Size: 4 [unused] // float largeBloomFactor; // Offset: 1004 Size: 4 [unused] // float bloomPrevalence; // Offset: 1008 Size: 4 [unused] // float adaptStrength; // Offset: 1012 Size: 4 [unused] // float adaptDamping; // Offset: 1016 Size: 4 [unused] // float devVal; // Offset: 1020 Size: 4 [unused] // float intensity; // Offset: 1024 Size: 4 [unused] // float2 decodeLUTIDim; // Offset: 1028 Size: 8 [unused] // float4x4 colorXForm; // Offset: 1040 Size: 64 [unused] // = 0x3f800000 0x00000000 0x00000000 0x00000000 // 0x00000000 0x3f800000 0x00000000 0x00000000 // 0x00000000 0x00000000 0x3f800000 0x00000000 // 0x00000000 0x00000000 0x00000000 0x3f800000 // float4x4 colorXFormBloom; // Offset: 1104 Size: 64 [unused] // = 0x3f800000 0x00000000 0x00000000 0x00000000 // 0x00000000 0x3f800000 0x00000000 0x00000000 // 0x00000000 0x00000000 0x3f800000 0x00000000 // 0x00000000 0x00000000 0x00000000 0x3f800000 // float4 paletteWeight; // Offset: 1168 Size: 16 [unused] // float4 focalParams; // Offset: 1184 Size: 16 [unused] // float dofBlurScale; // Offset: 1200 Size: 4 [unused] // = 0x40400000 // float dofDebugOverlay; // Offset: 1204 Size: 4 [unused] // = 0x00000000 // float4x4 interferenceParams; // Offset: 1216 Size: 64 [unused] // float2 interferenceVelocityDecode; // Offset: 1280 Size: 8 [unused] // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // streak sampler NA NA 0 1 // streak2 sampler NA NA 1 1 // streak3 sampler NA NA 2 1 // streak texture float4 2d 0 1 // streak2 texture float4 2d 1 1 // streak3 texture float4 2d 2 1 // $Globals cbuffer NA NA 0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float // TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[43], immediateIndexed dcl_sampler s0, mode_default dcl_sampler s1, mode_default dcl_sampler s2, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t1 dcl_resource_texture2d (float,float,float,float) t2 dcl_input_ps linear v1.xy dcl_output o0.xyzw dcl_temps 2 mul r0.xy, v1.yyyy, cb0[32].xyxx mad r0.xy, cb0[31].xyxx, v1.xxxx, r0.xyxx add r0.xy, r0.xyxx, cb0[34].xyxx sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t1.xyzw, s1 mul r0.xyz, r0.xyzx, cb0[41].xyzx mul r1.xy, v1.yyyy, cb0[28].xyxx mad r1.xy, cb0[27].xyxx, v1.xxxx, r1.xyxx add r1.xy, r1.xyxx, cb0[30].xyxx sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t0.xyzw, s0 mad r0.xyz, r1.xyzx, cb0[40].xyzx, r0.xyzx mul r1.xy, v1.yyyy, cb0[36].xyxx mad r1.xy, cb0[35].xyxx, v1.xxxx, r1.xyxx add r1.xy, r1.xyxx, cb0[38].xyxx sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t2.xyzw, s2 mad r0.xyz, r1.xyzx, cb0[42].xyzx, r0.xyzx mul r0.xyz, r0.xyzx, cb0[39].yyyy exp r0.xyz, r0.xyzx add r0.xyz, -r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) mul o0.xyz, r0.xyzx, cb0[39].xxxx mov o0.w, l(1.000000) ret // Approximately 22 instruction slots used [/code]
@DarkStarSword
HackerDevice::CreatePixelShader called with BytecodeLength = 6208, handle = 8FFA7000, ClassLinkage = 00000000
bytecode hash = 9b3565878a677117
creating HLSL representation.
error parsing shader> 7 Error parsing buffer offset: // 0x00000000 0x00000000 0x3f800000 0x00000000
// 0x00000000 0x00
shader registered for possible reloading: 9b3565878a677117_ps as bin -
returns result = 0, handle = 86465130


//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.23 on Mon Jan 18 15:02:10 2016
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
// float4 velocityDecodingParams; // Offset: 0 Size: 16 [unused]
// float4 renderSlice; // Offset: 16 Size: 16 [unused]
// float4 sampler0IDim; // Offset: 32 Size: 16 [unused]
// float2 sampler1IDim; // Offset: 48 Size: 8 [unused]
// float2 sampler2IDim; // Offset: 56 Size: 8 [unused]
// float2 sampler0Dim; // Offset: 64 Size: 8 [unused]
// float2 sampler1Dim; // Offset: 72 Size: 8 [unused]
// float2 sampler2Dim; // Offset: 80 Size: 8 [unused]
// float4 ditherMatrixIDim; // Offset: 96 Size: 16 [unused]
// float4x4 screenEnvXForm; // Offset: 112 Size: 64 [unused]
// float2 bloomHighIDim; // Offset: 176 Size: 8 [unused]
// float2 bloomLowIDim; // Offset: 184 Size: 8 [unused]
// float2 bloomMediumIDim; // Offset: 192 Size: 8 [unused]
// float4x4 lensFlareParams; // Offset: 208 Size: 64 [unused]
// float4x4 lensFlareParams2; // Offset: 272 Size: 64 [unused]
// float lensFlareParams3; // Offset: 336 Size: 4 [unused]
// float2 streakIDim; // Offset: 340 Size: 8 [unused]
// float2 streak2IDim; // Offset: 352 Size: 8 [unused]
// float2 streak3IDim; // Offset: 360 Size: 8 [unused]
// float4x4 streakXForm; // Offset: 368 Size: 64 [unused]
// float4x4 streakXFormI0; // Offset: 432 Size: 64
// float4x4 streakXFormI1; // Offset: 496 Size: 64
// float4x4 streakXFormI2; // Offset: 560 Size: 64
// float2 streakFactor; // Offset: 624 Size: 8
// float4 streakFactor0; // Offset: 640 Size: 16
// float4 streakFactor1; // Offset: 656 Size: 16
// float4 streakFactor2; // Offset: 672 Size: 16
// float4 streakParams; // Offset: 688 Size: 16 [unused]
// float2 warpMapIDim; // Offset: 704 Size: 8 [unused]
// float4 distortionParams; // Offset: 720 Size: 16 [unused]
// float2 prevFrameIDim; // Offset: 736 Size: 8 [unused]
// float4 screenProj; // Offset: 752 Size: 16 [unused]
// float motionPartition; // Offset: 768 Size: 4 [unused]
// float luminanceMin; // Offset: 772 Size: 4 [unused]
// float luminanceMax; // Offset: 776 Size: 4 [unused]
// float keyValue; // Offset: 780 Size: 4 [unused]
// float vignetteAmount; // Offset: 784 Size: 4 [unused]
// float4 vignetteBlur; // Offset: 800 Size: 16 [unused]
// float vignetteSaturation; // Offset: 816 Size: 4 [unused]
// float4 vignetteColourTL; // Offset: 832 Size: 16 [unused]
// float4 vignetteColourTR; // Offset: 848 Size: 16 [unused]
// float4 vignetteColourBL; // Offset: 864 Size: 16 [unused]
// float4 vignetteColourBR; // Offset: 880 Size: 16 [unused]
// float2 vignetteTransition; // Offset: 896 Size: 8 [unused]
// float vignetteShape; // Offset: 904 Size: 4 [unused]
// float4 vignetteParams1; // Offset: 912 Size: 16 [unused]
// float4 vignetteParams2; // Offset: 928 Size: 16 [unused]
// float3 preMultipliedTint; // Offset: 944 Size: 12 [unused]
// float4 colorParams; // Offset: 960 Size: 16 [unused]
// float lowerThreshold; // Offset: 976 Size: 4 [unused]
// float upperThresholdMul; // Offset: 980 Size: 4 [unused]
// float bigBloomThreshold; // Offset: 984 Size: 4 [unused]
// float smallBloomThreshold; // Offset: 988 Size: 4 [unused]
// float upperThresholdFactor; // Offset: 992 Size: 4 [unused]
// float smallBloomFactor; // Offset: 996 Size: 4 [unused]
// float mediumBloomFactor; // Offset: 1000 Size: 4 [unused]
// float largeBloomFactor; // Offset: 1004 Size: 4 [unused]
// float bloomPrevalence; // Offset: 1008 Size: 4 [unused]
// float adaptStrength; // Offset: 1012 Size: 4 [unused]
// float adaptDamping; // Offset: 1016 Size: 4 [unused]
// float devVal; // Offset: 1020 Size: 4 [unused]
// float intensity; // Offset: 1024 Size: 4 [unused]
// float2 decodeLUTIDim; // Offset: 1028 Size: 8 [unused]
// float4x4 colorXForm; // Offset: 1040 Size: 64 [unused]
// = 0x3f800000 0x00000000 0x00000000 0x00000000
// 0x00000000 0x3f800000 0x00000000 0x00000000
// 0x00000000 0x00000000 0x3f800000 0x00000000
// 0x00000000 0x00000000 0x00000000 0x3f800000
// float4x4 colorXFormBloom; // Offset: 1104 Size: 64 [unused]
// = 0x3f800000 0x00000000 0x00000000 0x00000000
// 0x00000000 0x3f800000 0x00000000 0x00000000
// 0x00000000 0x00000000 0x3f800000 0x00000000
// 0x00000000 0x00000000 0x00000000 0x3f800000
// float4 paletteWeight; // Offset: 1168 Size: 16 [unused]
// float4 focalParams; // Offset: 1184 Size: 16 [unused]
// float dofBlurScale; // Offset: 1200 Size: 4 [unused]
// = 0x40400000
// float dofDebugOverlay; // Offset: 1204 Size: 4 [unused]
// = 0x00000000
// float4x4 interferenceParams; // Offset: 1216 Size: 64 [unused]
// float2 interferenceVelocityDecode; // Offset: 1280 Size: 8 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// streak sampler NA NA 0 1
// streak2 sampler NA NA 1 1
// streak3 sampler NA NA 2 1
// streak texture float4 2d 0 1
// streak2 texture float4 2d 1 1
// streak3 texture float4 2d 2 1
// $Globals cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[43], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 2
mul r0.xy, v1.yyyy, cb0[32].xyxx
mad r0.xy, cb0[31].xyxx, v1.xxxx, r0.xyxx
add r0.xy, r0.xyxx, cb0[34].xyxx
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t1.xyzw, s1
mul r0.xyz, r0.xyzx, cb0[41].xyzx
mul r1.xy, v1.yyyy, cb0[28].xyxx
mad r1.xy, cb0[27].xyxx, v1.xxxx, r1.xyxx
add r1.xy, r1.xyxx, cb0[30].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t0.xyzw, s0
mad r0.xyz, r1.xyzx, cb0[40].xyzx, r0.xyzx
mul r1.xy, v1.yyyy, cb0[36].xyxx
mad r1.xy, cb0[35].xyxx, v1.xxxx, r1.xyxx
add r1.xy, r1.xyxx, cb0[38].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t2.xyzw, s2
mad r0.xyz, r1.xyzx, cb0[42].xyzx, r0.xyzx
mul r0.xyz, r0.xyzx, cb0[39].yyyy
exp r0.xyz, r0.xyzx
add r0.xyz, -r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul o0.xyz, r0.xyzx, cb0[39].xxxx
mov o0.w, l(1.000000)
ret
// Approximately 22 instruction slots used

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

Posted 01/19/2016 06:09 PM   
@DSS I send you a PM with the files.
@DSS
I send you a PM with the files.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 01/19/2016 06:53 PM   
[quote="DarkStarSword"]-snip about Dolphin-[/quote] Thank you, DarkStarSword. Still (of two games I tried, this only happened in Baten Kaitos), when I dump shaders in Dolphin with the newest 3Dmigoto version (1.2.25), shaders have randomly one or a few errors (like "r1.xyzw = (int5)clights[1].color;") that cause this in the log: [code]C:\Users\Alejandro\Documents\Dolphin-x64 8717\wrapper1349(82,14-17): error X3004: undeclared identifier 'int5'[/code] As a consequence it causes other errors in the log. But changing those "int5" to "int4" makes the shader correct. Usually reloading the game and dumping the shader again makes it dump correctly. But in case of error, it's easy to fix. It's also weird that it always happens with that "clights", and the shader always trying to cast to int5 instead of int4. By the way, congratulations for the new releases! Can't wait to play Ground Zeroes sidequests in 3D.
DarkStarSword said:-snip about Dolphin-


Thank you, DarkStarSword. Still (of two games I tried, this only happened in Baten Kaitos), when I dump shaders in Dolphin with the newest 3Dmigoto version (1.2.25), shaders have randomly one or a few errors (like "r1.xyzw = (int5)clights[1].color;") that cause this in the log:

C:\Users\Alejandro\Documents\Dolphin-x64 8717\wrapper1349(82,14-17): error X3004: undeclared identifier 'int5'


As a consequence it causes other errors in the log. But changing those "int5" to "int4" makes the shader correct. Usually reloading the game and dumping the shader again makes it dump correctly. But in case of error, it's easy to fix.

It's also weird that it always happens with that "clights", and the shader always trying to cast to int5 instead of int4.

By the way, congratulations for the new releases! Can't wait to play Ground Zeroes sidequests in 3D.

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

Posted 01/19/2016 10:54 PM   
  50 / 143    
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