3Dmigoto now open-source...
  94 / 143    
[quote="bo3b"] Since this is a very strange runtime environment, I also don't have an example of it working correctly to compare against. If possible, make a Win7 variant using the same settings, and I can see what it should look like, and what changed. Win7 as a dual boot would work on a 7700K, it just won't get any security updates.[/quote] With 8.5GB free in my SSD, that isn't an option right now. I've been lazy and I haven't RMA'd my dead 960GB SSD yet (after two months). I should do that soon, now that I need to have more stuff installed. Then I'll have the space I need. [quote="bo3b"]Outside of that, have you tried the assorted allow_* options, that allow more and more of a Win10 environment through? Might be worth trying platform_update=1, that will at least fix one error in the log.[/quote] With those options configured like this: [code] allow_check_interface=0 allow_dxgi1_2=2 allow_create_device=2 allow_platform_update=1 [/code] This is the resulting log: [code] D3D11 DLL starting init - v 1.2.61 - Tue Jul 04 23:54:25 2017 ----------- d3dx.ini settings ----------- [Logging] calls=1 input=1 debug=1 unbuffered=1 unbuffered return: 0 force_cpu_affinity=0 [System] allow_dxgi1_2=2 allow_check_interface=0 allow_create_device=2 allow_platform_update=1 [Device] full_screen=0 force_stereo=0 get_resolution_from=swap_chain [Stereo] automatic_mode=0 create_profile=0 force_no_nvapi=0 [Rendering] shader_hash=3dmigoto cache_shaders=0 use_criticalsection=1 rasterizer_disable_scissor=1 export_fixed=0 export_shaders=0 export_hlsl=0 dump_usage=1 stereo_params=125 ini_params=120 override_directory=C:\Users\Alejandro\Documents\pcsx2-v1.5.0-dev-2132-gb8f7e12-windows-x86\ShaderFixes cache_directory=C:\Users\Alejandro\Documents\pcsx2-v1.5.0-dev-2132-gb8f7e12-windows-x86\ShaderCache fix_sv_position=0 ... missing automatic ini section [Hunting] hunting=1 marking_mode=0 mark_snapshot=2 reload_config=no_modifiers VK_F10 toggle_hunting=no_modifiers VK_NUMPAD0 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=log dump_rt_jps clear_rt repeat_rate=6 [KeyChange3DVision2SBSOutputMode] type=cycle Cycle 1: x7=1 Cycle 2: x7=2 Cycle 3: x7=3 Cycle 4: x7=4 Cycle 5: x7=5 Cycle 6: x7=0 Key=no_modifiers F11 [Resource3DVision2SBSBackupTexture] [customshader3dvision2sbs] vs=ShaderFixes/3dvision2sbsvs.hlsl hs=null ds=null gs=null ps=ShaderFixes/3dvision2sbsps.hlsl blend=disable cull=none topology=triangle_strip o1=null o2=null o3=null o4=null o5=null o6=null o7=null od=null o0=set_viewport no_view_cache bb resource3dvision2sbsbackuptexture=reference ps-t100 ps-t100=stereo2mono bb draw=4, 0 post ps-t100=reference resource3dvision2sbsbackuptexture [Present] [Constants] x7=0.00 [Profile] overriding NVAPI wrapper failed. NVIDIA driver version 384.76 (branch r384_71) nvapi_QueryInterfacePtr @ 0x71B9FBA0 NvAPI_DRS_SaveSettingsToFileEx @ 0x71D1CDC0 Looking up profiles related to C:\Users\Alejandro\Documents\pcsx2-v1.5.0-dev-2132-gb8f7e12-windows-x86\pcsx2.exe ----------- Driver profile settings ----------- BaseProfile "Base Profile" SelectedGlobalProfile "Base Profile" Profile "Base Profile" ShowOn All Setting ID_0x0019bb68 = 0x00000001 UserSpecified=true // Texture filtering - Negative LOD bias Setting ID_0x002ecaf2 = 0x00000000 UserSpecified=true // Texture filtering - Trilinear optimization Setting ID_0x005a375c = 0x96861077 UserSpecified=true // Vertical Sync Tear Control Setting ID_0x0064b541 = 0x00000000 UserSpecified=true // Preferred refresh rate Setting ID_0x007ba09e = 0x00000001 UserSpecified=true // Maximum pre-rendered frames Setting ID_0x0084cd70 = 0x00000000 UserSpecified=true // Texture filtering - Anisotropic filter optimization Setting ID_0x00a879cf = 0x47814940 UserSpecified=true // Vertical Sync Setting ID_0x00ce2691 = 0xfffffff6 UserSpecified=true // Texture filtering - Quality Setting ID_0x00e73211 = 0x00000000 UserSpecified=true // Texture filtering - Anisotropic sample optimization Setting ID_0x101ae763 = 0x00000000 UserSpecified=true // Flag to control smooth AFR behavior Setting ID_0x101e61a9 = 0x00000010 UserSpecified=true // Anisotropic filtering setting Setting ID_0x1094f157 = 0x00000000 UserSpecified=true // Toggle the VRR global feature Setting ID_0x1094f1f7 = 0x00000000 UserSpecified=true // VRR requested state Setting ID_0x10a879ac = 0x00000004 UserSpecified=true // G-SYNC Setting ID_0x10a879cf = 0x00000004 UserSpecified=true // G-SYNC Setting ID_0x10d2bb16 = 0x00000001 UserSpecified=true // Anisotropic filtering mode Setting ID_0x10f74257 = 0x10000010 UserSpecified=true Setting ID_0x1194f158 = 0x00000000 UserSpecified=true // Enable G-SYNC globally Setting ID_0x208e55e3 = 0x00000001 UserSpecified=true // Maximum frames allowed Setting ID_0x80303a19 = 0x00000001 Setting ID_0x80857a28 = 0x00000001 Setting ID_0x809d5f60 = 0x00000001 EndProfile Profile "PCSX2" ShowOn All Executable "pcsx2-legacy.exe" Executable "pcsx2.exe" UserSpecified=true Setting ID_0x1057eb71 = 0x00000001 UserSpecified=true // Power management mode Setting ID_0x10d2bb16 = 0x00000000 UserSpecified=true // Anisotropic filtering mode Setting ID_0x10f74257 = 0x00000000 UserSpecified=true 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_CreateDXGIFactory called with riid: IDXGIFactory calling original CreateDXGIFactory API CreateDXGIFactory2 returned factory = 0C978EB0, result = 0 new HackerDXGIFactory2(class HackerDXGIFactory2@1DEC89D0) wrapped 0C978EB0 HackerDXGIFactory::EnumAdapters(class HackerDXGIFactory2@1DEC89D0) adapter 0 requested created HackerDXGIAdapter wrapper = 0DCD3938 of 1D3734B0 returns result = 0 HackerDXGIFactory::QueryInterface(class HackerDXGIFactory2@1DEC89D0) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A} returns result = 0 for 169DFB04 Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1 calling original CreateDXGIFactory1 API CreateDXGIFactory2 returned factory = 0C978B68, result = 0 new HackerDXGIFactory2(class HackerDXGIFactory2@1DEC8B50) wrapped 0C978B68 HackerDXGIFactory1::EnumAdapters1(class HackerDXGIFactory2@1DEC8B50) adapter 0 requested created HackerDXGIAdapter1 wrapper = 1DEC8A10 of 1D374350 returns result = 0 HackerUnknown::Release(class HackerDXGIFactory2@1DEC8B50), counter=1, this=1DEC8B50 HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter@0DCD3938) called with IID: IDXGIAdapter1 created HackerDXGIAdapter1(class HackerDXGIAdapter1@1DEC8910) wrapper of 1D3734B0 returns result = 0 for 1DEC8910 HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@1DEC8910) called returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0 HackerUnknown::Release(class HackerDXGIAdapter1@1DEC8910), counter=1, this=1DEC8910 HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter@0DCD3938) called with GUID: {1D6AD054-FB2F-4000-B3AB-E873A9131A7C} returns result = 887a0002 HackerUnknown::AddRef(class HackerDXGIAdapter@0DCD3938), counter=2, this=0DCD3938 HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter@0DCD3938) called with IID: {7ABB6563-02BC-47C4-8EF9-ACC4795EDBCF} returns result = 0 for 1D3734F8 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\nvspcap.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\nvspcap.dll. HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter@0DCD3938) 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-l1-1-1. HackerUnknown::Release(class HackerDXGIAdapter@0DCD3938), counter=4, this=0DCD3938 Hooked_CreateDXGIFactory called with riid: IDXGIFactory calling original CreateDXGIFactory API CreateDXGIFactory2 returned factory = 0C978C80, result = 0 new HackerDXGIFactory2(class HackerDXGIFactory2@1DEC8930) wrapped 0C978C80 HackerDXGIFactory::EnumAdapters(class HackerDXGIFactory2@1DEC8930) adapter 0 requested created HackerDXGIAdapter wrapper = 0DCD3A10 of 1D373FA8 returns result = 0 HackerDXGIFactory::QueryInterface(class HackerDXGIFactory2@1DEC8930) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A} returns result = 0 for 169DFAD8 Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1 calling original CreateDXGIFactory1 API CreateDXGIFactory2 returned factory = 0C97A030, result = 0 new HackerDXGIFactory2(class HackerDXGIFactory2@1DEC8BF0) wrapped 0C97A030 HackerDXGIFactory::QueryInterface(class HackerDXGIFactory2@1DEC8BF0) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A} returns result = 0 for 169DFA6C HackerDXGIFactory1::EnumAdapters1(class HackerDXGIFactory2@1DEC8BF0) adapter 0 requested created HackerDXGIAdapter1 wrapper = 1DEC8990 of 1D3746F8 returns result = 0 HackerDXGIAdapter::GetDesc(class HackerDXGIAdapter1@1DEC8990) called returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472 HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@1DEC8990) called with IID: {645967A4-1392-4310-A798-8053CE3E93FD} returns result = 0 for 1D3746F8 HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@1DEC8990) called with IID: IDXGIAdapter1 return HackerDXGIAdapter1 wrapper = 1DEC8990 returns result = 0 for 1DEC8990 HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@1DEC8990) called returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0 HackerUnknown::Release(class HackerDXGIAdapter1@1DEC8990), counter=1, this=1DEC8990 HackerUnknown::Release(class HackerDXGIFactory2@1DEC8BF0), counter=1, this=1DEC8BF0 HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@1DEC8990) called with IID: IDXGIAdapter1 return HackerDXGIAdapter1 wrapper = 1DEC8990 returns result = 0 for 1DEC8990 HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@1DEC8990) called returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0 HackerUnknown::Release(class HackerDXGIAdapter1@1DEC8990), counter=1, this=1DEC8990 HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter1@1DEC8990) called with GUID: {1D6AD054-FB2F-4000-B3AB-E873A9131A7C} returns result = 887a0002 HackerUnknown::AddRef(class HackerDXGIAdapter1@1DEC8990), counter=2, this=1DEC8990 HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@1DEC8990) called with IID: {7ABB6563-02BC-47C4-8EF9-ACC4795EDBCF} returns result = 0 for 1D374740 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\nvspcap.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\nvspcap.dll. HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter1@1DEC8990) 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-l1-1-1. HackerUnknown::Release(class HackerDXGIAdapter1@1DEC8990), counter=4, this=1DEC8990 HackerUnknown::Release(class HackerDXGIAdapter1@1DEC8990), counter=0, this=1DEC8990 counter=0, this=1DEC8990, deleting self. HackerUnknown::Release(class HackerDXGIAdapter@0DCD3A10), counter=0, this=0DCD3A10 counter=0, this=0DCD3A10, deleting self. HackerUnknown::Release(class HackerDXGIFactory2@1DEC8930), counter=0, this=1DEC8930 counter=0, this=1DEC8930, deleting self. HackerUnknown::Release(class HackerDXGIAdapter1@1DEC8A10), counter=0, this=1DEC8A10 counter=0, this=1DEC8A10, deleting self. HackerUnknown::Release(class HackerDXGIAdapter@0DCD3938), counter=0, this=0DCD3938 counter=0, this=0DCD3938, deleting self. HackerUnknown::Release(class HackerDXGIFactory2@1DEC89D0), counter=0, this=1DEC89D0 counter=0, this=1DEC89D0, deleting self. [/code] [quote="bo3b"]I would also disable the SBS feature to begin with, because we know it's problematic on Win10 anyway.[/quote] Using that feature is the entire point of me trying to load 3Dmigoto in PCSX2, because as you sure know I modified the shader to convert the TAB mode (while using TAB in PCSX2 itself) into 3D Vision. About the new convergence and/or separation presets, there is a bug or unintended effect. It conflicts with convergence hotkeys of "hold" type (at least). For example, in Tekken 7 I use 200 for battle, 80 while holding RT and 75 for the automatic preset. If I'm in a cutscene that is at 75 and hold RT (80) until the battle starts, when I let RT go, I'm back to 75 (I think, I didn't check the numbers) instead of 200. The opposite also happens: if I enter a cutscene while holding RT before that and I let it go while in the cutscene, convergence will be 200 instead of 75. Maybe it would be very complex to give it the behavior I expected.
bo3b said:
Since this is a very strange runtime environment, I also don't have an example of it working correctly to compare against. If possible, make a Win7 variant using the same settings, and I can see what it should look like, and what changed. Win7 as a dual boot would work on a 7700K, it just won't get any security updates.


With 8.5GB free in my SSD, that isn't an option right now. I've been lazy and I haven't RMA'd my dead 960GB SSD yet (after two months). I should do that soon, now that I need to have more stuff installed. Then I'll have the space I need.

bo3b said:Outside of that, have you tried the assorted allow_* options, that allow more and more of a Win10 environment through? Might be worth trying platform_update=1, that will at least fix one error in the log.


With those options configured like this:

allow_check_interface=0
allow_dxgi1_2=2
allow_create_device=2
allow_platform_update=1



This is the resulting log:

D3D11 DLL starting init - v 1.2.61 - Tue Jul 04 23:54:25 2017


----------- d3dx.ini settings -----------
[Logging]
calls=1
input=1
debug=1
unbuffered=1
unbuffered return: 0
force_cpu_affinity=0
[System]
allow_dxgi1_2=2
allow_check_interface=0
allow_create_device=2
allow_platform_update=1
[Device]
full_screen=0
force_stereo=0
get_resolution_from=swap_chain
[Stereo]
automatic_mode=0
create_profile=0
force_no_nvapi=0
[Rendering]
shader_hash=3dmigoto
cache_shaders=0
use_criticalsection=1
rasterizer_disable_scissor=1
export_fixed=0
export_shaders=0
export_hlsl=0
dump_usage=1
stereo_params=125
ini_params=120
override_directory=C:\Users\Alejandro\Documents\pcsx2-v1.5.0-dev-2132-gb8f7e12-windows-x86\ShaderFixes
cache_directory=C:\Users\Alejandro\Documents\pcsx2-v1.5.0-dev-2132-gb8f7e12-windows-x86\ShaderCache
fix_sv_position=0
... missing automatic ini section
[Hunting]
hunting=1
marking_mode=0
mark_snapshot=2
reload_config=no_modifiers VK_F10
toggle_hunting=no_modifiers VK_NUMPAD0
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=log dump_rt_jps clear_rt
repeat_rate=6
[KeyChange3DVision2SBSOutputMode]
type=cycle
Cycle 1: x7=1
Cycle 2: x7=2
Cycle 3: x7=3
Cycle 4: x7=4
Cycle 5: x7=5
Cycle 6: x7=0
Key=no_modifiers F11
[Resource3DVision2SBSBackupTexture]
[customshader3dvision2sbs]
vs=ShaderFixes/3dvision2sbsvs.hlsl
hs=null
ds=null
gs=null
ps=ShaderFixes/3dvision2sbsps.hlsl
blend=disable
cull=none
topology=triangle_strip
o1=null
o2=null
o3=null
o4=null
o5=null
o6=null
o7=null
od=null
o0=set_viewport no_view_cache bb
resource3dvision2sbsbackuptexture=reference ps-t100
ps-t100=stereo2mono bb
draw=4, 0
post ps-t100=reference resource3dvision2sbsbackuptexture
[Present]
[Constants]
x7=0.00
[Profile]

overriding NVAPI wrapper failed.
NVIDIA driver version 384.76 (branch r384_71)
nvapi_QueryInterfacePtr @ 0x71B9FBA0
NvAPI_DRS_SaveSettingsToFileEx @ 0x71D1CDC0

Looking up profiles related to C:\Users\Alejandro\Documents\pcsx2-v1.5.0-dev-2132-gb8f7e12-windows-x86\pcsx2.exe
----------- Driver profile settings -----------
BaseProfile "Base Profile"
SelectedGlobalProfile "Base Profile"

Profile "Base Profile"
ShowOn All
Setting ID_0x0019bb68 = 0x00000001 UserSpecified=true // Texture filtering - Negative LOD bias
Setting ID_0x002ecaf2 = 0x00000000 UserSpecified=true // Texture filtering - Trilinear optimization
Setting ID_0x005a375c = 0x96861077 UserSpecified=true // Vertical Sync Tear Control
Setting ID_0x0064b541 = 0x00000000 UserSpecified=true // Preferred refresh rate
Setting ID_0x007ba09e = 0x00000001 UserSpecified=true // Maximum pre-rendered frames
Setting ID_0x0084cd70 = 0x00000000 UserSpecified=true // Texture filtering - Anisotropic filter optimization
Setting ID_0x00a879cf = 0x47814940 UserSpecified=true // Vertical Sync
Setting ID_0x00ce2691 = 0xfffffff6 UserSpecified=true // Texture filtering - Quality
Setting ID_0x00e73211 = 0x00000000 UserSpecified=true // Texture filtering - Anisotropic sample optimization
Setting ID_0x101ae763 = 0x00000000 UserSpecified=true // Flag to control smooth AFR behavior
Setting ID_0x101e61a9 = 0x00000010 UserSpecified=true // Anisotropic filtering setting
Setting ID_0x1094f157 = 0x00000000 UserSpecified=true // Toggle the VRR global feature
Setting ID_0x1094f1f7 = 0x00000000 UserSpecified=true // VRR requested state
Setting ID_0x10a879ac = 0x00000004 UserSpecified=true // G-SYNC
Setting ID_0x10a879cf = 0x00000004 UserSpecified=true // G-SYNC
Setting ID_0x10d2bb16 = 0x00000001 UserSpecified=true // Anisotropic filtering mode
Setting ID_0x10f74257 = 0x10000010 UserSpecified=true
Setting ID_0x1194f158 = 0x00000000 UserSpecified=true // Enable G-SYNC globally
Setting ID_0x208e55e3 = 0x00000001 UserSpecified=true // Maximum frames allowed
Setting ID_0x80303a19 = 0x00000001
Setting ID_0x80857a28 = 0x00000001
Setting ID_0x809d5f60 = 0x00000001
EndProfile

Profile "PCSX2"
ShowOn All
Executable "pcsx2-legacy.exe"
Executable "pcsx2.exe" UserSpecified=true
Setting ID_0x1057eb71 = 0x00000001 UserSpecified=true // Power management mode
Setting ID_0x10d2bb16 = 0x00000000 UserSpecified=true // Anisotropic filtering mode
Setting ID_0x10f74257 = 0x00000000 UserSpecified=true
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_CreateDXGIFactory called with riid: IDXGIFactory
calling original CreateDXGIFactory API
CreateDXGIFactory2 returned factory = 0C978EB0, result = 0
new HackerDXGIFactory2(class HackerDXGIFactory2@1DEC89D0) wrapped 0C978EB0
HackerDXGIFactory::EnumAdapters(class HackerDXGIFactory2@1DEC89D0) adapter 0 requested
created HackerDXGIAdapter wrapper = 0DCD3938 of 1D3734B0
returns result = 0
HackerDXGIFactory::QueryInterface(class HackerDXGIFactory2@1DEC89D0) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}
returns result = 0 for 169DFB04
Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1
calling original CreateDXGIFactory1 API
CreateDXGIFactory2 returned factory = 0C978B68, result = 0
new HackerDXGIFactory2(class HackerDXGIFactory2@1DEC8B50) wrapped 0C978B68
HackerDXGIFactory1::EnumAdapters1(class HackerDXGIFactory2@1DEC8B50) adapter 0 requested
created HackerDXGIAdapter1 wrapper = 1DEC8A10 of 1D374350
returns result = 0
HackerUnknown::Release(class HackerDXGIFactory2@1DEC8B50), counter=1, this=1DEC8B50
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter@0DCD3938) called with IID: IDXGIAdapter1
created HackerDXGIAdapter1(class HackerDXGIAdapter1@1DEC8910) wrapper of 1D3734B0
returns result = 0 for 1DEC8910
HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@1DEC8910) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0
HackerUnknown::Release(class HackerDXGIAdapter1@1DEC8910), counter=1, this=1DEC8910
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter@0DCD3938) called with GUID: {1D6AD054-FB2F-4000-B3AB-E873A9131A7C}
returns result = 887a0002
HackerUnknown::AddRef(class HackerDXGIAdapter@0DCD3938), counter=2, this=0DCD3938
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter@0DCD3938) called with IID: {7ABB6563-02BC-47C4-8EF9-ACC4795EDBCF}
returns result = 0 for 1D3734F8
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\nvspcap.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\nvspcap.dll.
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter@0DCD3938) 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-l1-1-1.
HackerUnknown::Release(class HackerDXGIAdapter@0DCD3938), counter=4, this=0DCD3938
Hooked_CreateDXGIFactory called with riid: IDXGIFactory
calling original CreateDXGIFactory API
CreateDXGIFactory2 returned factory = 0C978C80, result = 0
new HackerDXGIFactory2(class HackerDXGIFactory2@1DEC8930) wrapped 0C978C80
HackerDXGIFactory::EnumAdapters(class HackerDXGIFactory2@1DEC8930) adapter 0 requested
created HackerDXGIAdapter wrapper = 0DCD3A10 of 1D373FA8
returns result = 0
HackerDXGIFactory::QueryInterface(class HackerDXGIFactory2@1DEC8930) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}
returns result = 0 for 169DFAD8
Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1
calling original CreateDXGIFactory1 API
CreateDXGIFactory2 returned factory = 0C97A030, result = 0
new HackerDXGIFactory2(class HackerDXGIFactory2@1DEC8BF0) wrapped 0C97A030
HackerDXGIFactory::QueryInterface(class HackerDXGIFactory2@1DEC8BF0) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}
returns result = 0 for 169DFA6C
HackerDXGIFactory1::EnumAdapters1(class HackerDXGIFactory2@1DEC8BF0) adapter 0 requested
created HackerDXGIAdapter1 wrapper = 1DEC8990 of 1D3746F8
returns result = 0
HackerDXGIAdapter::GetDesc(class HackerDXGIAdapter1@1DEC8990) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@1DEC8990) called with IID: {645967A4-1392-4310-A798-8053CE3E93FD}
returns result = 0 for 1D3746F8
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@1DEC8990) called with IID: IDXGIAdapter1
return HackerDXGIAdapter1 wrapper = 1DEC8990
returns result = 0 for 1DEC8990
HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@1DEC8990) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0
HackerUnknown::Release(class HackerDXGIAdapter1@1DEC8990), counter=1, this=1DEC8990
HackerUnknown::Release(class HackerDXGIFactory2@1DEC8BF0), counter=1, this=1DEC8BF0
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@1DEC8990) called with IID: IDXGIAdapter1
return HackerDXGIAdapter1 wrapper = 1DEC8990
returns result = 0 for 1DEC8990
HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@1DEC8990) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0
HackerUnknown::Release(class HackerDXGIAdapter1@1DEC8990), counter=1, this=1DEC8990
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter1@1DEC8990) called with GUID: {1D6AD054-FB2F-4000-B3AB-E873A9131A7C}
returns result = 887a0002
HackerUnknown::AddRef(class HackerDXGIAdapter1@1DEC8990), counter=2, this=1DEC8990
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@1DEC8990) called with IID: {7ABB6563-02BC-47C4-8EF9-ACC4795EDBCF}
returns result = 0 for 1D374740
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\nvspcap.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\nvspcap.dll.
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter1@1DEC8990) 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-l1-1-1.
HackerUnknown::Release(class HackerDXGIAdapter1@1DEC8990), counter=4, this=1DEC8990
HackerUnknown::Release(class HackerDXGIAdapter1@1DEC8990), counter=0, this=1DEC8990
counter=0, this=1DEC8990, deleting self.
HackerUnknown::Release(class HackerDXGIAdapter@0DCD3A10), counter=0, this=0DCD3A10
counter=0, this=0DCD3A10, deleting self.
HackerUnknown::Release(class HackerDXGIFactory2@1DEC8930), counter=0, this=1DEC8930
counter=0, this=1DEC8930, deleting self.
HackerUnknown::Release(class HackerDXGIAdapter1@1DEC8A10), counter=0, this=1DEC8A10
counter=0, this=1DEC8A10, deleting self.
HackerUnknown::Release(class HackerDXGIAdapter@0DCD3938), counter=0, this=0DCD3938
counter=0, this=0DCD3938, deleting self.
HackerUnknown::Release(class HackerDXGIFactory2@1DEC89D0), counter=0, this=1DEC89D0
counter=0, this=1DEC89D0, deleting self.



bo3b said:I would also disable the SBS feature to begin with, because we know it's problematic on Win10 anyway.


Using that feature is the entire point of me trying to load 3Dmigoto in PCSX2, because as you sure know I modified the shader to convert the TAB mode (while using TAB in PCSX2 itself) into 3D Vision.




About the new convergence and/or separation presets, there is a bug or unintended effect. It conflicts with convergence hotkeys of "hold" type (at least). For example, in Tekken 7 I use 200 for battle, 80 while holding RT and 75 for the automatic preset.

If I'm in a cutscene that is at 75 and hold RT (80) until the battle starts, when I let RT go, I'm back to 75 (I think, I didn't check the numbers) instead of 200. The opposite also happens: if I enter a cutscene while holding RT before that and I let it go while in the cutscene, convergence will be 200 instead of 75.

Maybe it would be very complex to give it the behavior I expected.

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 07/04/2017 10:00 PM   
[quote="masterotaku"][quote="bo3b"]I would also disable the SBS feature to begin with, because we know it's problematic on Win10 anyway.[/quote]Using that feature is the entire point of me trying to load 3Dmigoto in PCSX2, because as you sure know I modified the shader to convert the TAB mode (while using TAB in PCSX2 itself) into 3D Vision.[/quote] Of course. But when you are getting a crash with no clear reason, you need to do experiments to try to narrow down where it might be happening. Debugging is primarily about ruling out possibilities. For the log there with platform_update, it runs more cleanly without errors reported, but also has nothing notable about the problem. Nothing out of the ordinary or unexpected. The crash happens in d3d9.dll, after calling through to something from d3d11.dll. Based on the other logs. That suggests that a wrapper or hook has been misconstructed or something. Since this only happens with Win10 in theory, that suggests maybe Win10 is also hooking stuff. Make sure that stupid game-mod and xbox crap is disabled.
masterotaku said:
bo3b said:I would also disable the SBS feature to begin with, because we know it's problematic on Win10 anyway.
Using that feature is the entire point of me trying to load 3Dmigoto in PCSX2, because as you sure know I modified the shader to convert the TAB mode (while using TAB in PCSX2 itself) into 3D Vision.

Of course. But when you are getting a crash with no clear reason, you need to do experiments to try to narrow down where it might be happening. Debugging is primarily about ruling out possibilities.


For the log there with platform_update, it runs more cleanly without errors reported, but also has nothing notable about the problem. Nothing out of the ordinary or unexpected.

The crash happens in d3d9.dll, after calling through to something from d3d11.dll. Based on the other logs. That suggests that a wrapper or hook has been misconstructed or something. Since this only happens with Win10 in theory, that suggests maybe Win10 is also hooking stuff. Make sure that stupid game-mod and xbox crap is disabled.

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

Posted 07/04/2017 10:47 PM   
[quote="llyzs"][b][center][color="orange"][size="XL"]3Dmigoto 1.2.62[/size][/color] [size="M"][url]https://github.com/bo3b/3Dmigoto/releases[/url][/size] [/center][/b] - New feature for automatic Presets, based on ShaderOverrides[/quote] @llyzs Is posible to use in the Textureoveride? Like this: [code][TextureOverride_Menu] Hash=c3e55ebd Preset = Menu[/code] I probably need a more specific filter for the game i'm trying, like texture.
llyzs said:

- New feature for automatic Presets, based on ShaderOverrides


@llyzs

Is posible to use in the Textureoveride?
Like this:

[TextureOverride_Menu]
Hash=c3e55ebd
Preset = Menu


I probably need a more specific filter for the game i'm trying, like texture.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

Posted 07/05/2017 02:26 AM   
[quote="DHR"] @llyzs Is posible to use in the Textureoveride? Like this: [code][TextureOverride_Menu] Hash=c3e55ebd Preset = Menu[/code] I probably need a more specific filter for the game i'm trying, like texture. [/quote] If I understand it correctly you can apply a TextureOverride on a ShaderOverride, then put the preset on ShaderOverride? Please try, meanwhile I will take a look at the code on how TextureOverride works.
DHR said:
@llyzs

Is posible to use in the Textureoveride?
Like this:

[TextureOverride_Menu]
Hash=c3e55ebd
Preset = Menu


I probably need a more specific filter for the game i'm trying, like texture.


If I understand it correctly you can apply a TextureOverride on a ShaderOverride, then put the preset on ShaderOverride? Please try, meanwhile I will take a look at the code on how TextureOverride works.

Posted 07/05/2017 06:31 AM   
Shaderoverride and TextureOverride works Independent... Is not something urgent....but will be very nice to have a more specific filter. One shader have multiple textures, and one texture can be present only in an specific spot, even if the shader is present in others places with others textures. Many thanks!!
Shaderoverride and TextureOverride works Independent...
Is not something urgent....but will be very nice to have a more specific filter. One shader have multiple textures, and one texture can be present only in an specific spot, even if the shader is present in others places with others textures.

Many thanks!!

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

Posted 07/05/2017 11:50 AM   
[quote="DHR"]Shaderoverride and TextureOverride works Independent... Is not something urgent....but will be very nice to have a more specific filter. One shader have multiple textures, and one texture can be present only in an specific spot, even if the shader is present in others places with others textures. Many thanks!![/quote] Thanks for the hints. There is actually "IndexBufferFilter" in ShaderOverride you can use to further narrow down the scenario, i.e. if you put IndexBufferFilter in it and it does not qualify, the preset will not be activated even the VS/PS pair match. I have not tested it but it should work. Let me know if this is enough for you, if not, I will take a look at TextureOverride and try to implement there. Supporting TextureOrverride was my original intention anyway, I just need to know someone is actually interested in using it before I start coding. :)
DHR said:Shaderoverride and TextureOverride works Independent...
Is not something urgent....but will be very nice to have a more specific filter. One shader have multiple textures, and one texture can be present only in an specific spot, even if the shader is present in others places with others textures.

Many thanks!!


Thanks for the hints. There is actually "IndexBufferFilter" in ShaderOverride you can use to further narrow down the scenario, i.e. if you put IndexBufferFilter in it and it does not qualify, the preset will not be activated even the VS/PS pair match. I have not tested it but it should work.

Let me know if this is enough for you, if not, I will take a look at TextureOverride and try to implement there. Supporting TextureOrverride was my original intention anyway, I just need to know someone is actually interested in using it before I start coding. :)

Posted 07/05/2017 12:13 PM   
I will check if works using IndexBufferFilter and report back.
I will check if works using IndexBufferFilter and report back.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

Posted 07/05/2017 02:42 PM   
[quote="bo3b"] Of course. But when you are getting a crash with no clear reason, you need to do experiments to try to narrow down where it might be happening. Debugging is primarily about ruling out possibilities.[/quote] You are right, that makes sense for debugging this. And I'm an idiot, I had the SBS/TAB shaders disabled to begin with. I didn't remember to re-enable the feature after I updated the 3Dmigoto version. So the log I posted is the best you can get, I guess. [quote="bo3b"]Make sure that stupid game-mod and xbox crap is disabled. [/quote] Oh, that was enabled and I didn't know. Still, PCSX2 crashes the same with it disabled: - No d3d9.dll = 3Dmigoto doesn't hook in any way. - Yes d3d9.dll + not forced 3Dmigoto hooking = 3Dmigoto doesn't hook in any way, but 3D Vision can be triggered. - Yes d3d9.dll + forced 3Dmigoto hooking through it = crash when opening the GSdx configuration dialog. The log is almost the same, I think. I'm posting it anyway: [code] D3D11 DLL starting init - v 1.2.61 - Wed Jul 05 18:35:04 2017 ----------- d3dx.ini settings ----------- [Logging] calls=1 input=1 debug=1 unbuffered=1 unbuffered return: 0 force_cpu_affinity=0 [System] allow_dxgi1_2=2 allow_check_interface=0 allow_create_device=2 allow_platform_update=1 [Device] full_screen=0 force_stereo=0 get_resolution_from=swap_chain [Stereo] automatic_mode=0 create_profile=0 force_no_nvapi=0 [Rendering] shader_hash=3dmigoto cache_shaders=0 use_criticalsection=1 rasterizer_disable_scissor=1 export_fixed=0 export_shaders=0 export_hlsl=0 dump_usage=1 stereo_params=125 ini_params=120 override_directory=C:\Users\Alejandro\Documents\pcsx2-v1.5.0-dev-2132-gb8f7e12-windows-x86\ShaderFixes cache_directory=C:\Users\Alejandro\Documents\pcsx2-v1.5.0-dev-2132-gb8f7e12-windows-x86\ShaderCache fix_sv_position=0 ... missing automatic ini section [Hunting] hunting=1 marking_mode=0 mark_snapshot=2 reload_config=no_modifiers VK_F10 toggle_hunting=no_modifiers VK_NUMPAD0 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=log dump_rt_jps clear_rt repeat_rate=6 [KeyChange3DVision2SBSOutputMode] type=cycle Cycle 1: x7=1 Cycle 2: x7=2 Cycle 3: x7=3 Cycle 4: x7=4 Cycle 5: x7=5 Cycle 6: x7=0 Key=no_modifiers F11 [Resource3DVision2SBSBackupTexture] [customshader3dvision2sbs] vs=ShaderFixes/3dvision2sbsvs.hlsl hs=null ds=null gs=null ps=ShaderFixes/3dvision2sbsps.hlsl blend=disable cull=none topology=triangle_strip o1=null o2=null o3=null o4=null o5=null o6=null o7=null od=null o0=set_viewport no_view_cache bb resource3dvision2sbsbackuptexture=reference ps-t100 ps-t100=stereo2mono bb draw=4, 0 post ps-t100=reference resource3dvision2sbsbackuptexture [Present] [Constants] x7=0.00 [Profile] overriding NVAPI wrapper failed. NVIDIA driver version 384.76 (branch r384_71) nvapi_QueryInterfacePtr @ 0x7130FBA0 NvAPI_DRS_SaveSettingsToFileEx @ 0x7148CDC0 Looking up profiles related to C:\Users\Alejandro\Documents\pcsx2-v1.5.0-dev-2132-gb8f7e12-windows-x86\pcsx2.exe ----------- Driver profile settings ----------- BaseProfile "Base Profile" SelectedGlobalProfile "Base Profile" Profile "Base Profile" ShowOn All Setting ID_0x0019bb68 = 0x00000001 UserSpecified=true // Texture filtering - Negative LOD bias Setting ID_0x002ecaf2 = 0x00000000 UserSpecified=true // Texture filtering - Trilinear optimization Setting ID_0x005a375c = 0x96861077 UserSpecified=true // Vertical Sync Tear Control Setting ID_0x0064b541 = 0x00000000 UserSpecified=true // Preferred refresh rate Setting ID_0x007ba09e = 0x00000001 UserSpecified=true // Maximum pre-rendered frames Setting ID_0x0084cd70 = 0x00000000 UserSpecified=true // Texture filtering - Anisotropic filter optimization Setting ID_0x00a879cf = 0x47814940 UserSpecified=true // Vertical Sync Setting ID_0x00ce2691 = 0xfffffff6 UserSpecified=true // Texture filtering - Quality Setting ID_0x00e73211 = 0x00000000 UserSpecified=true // Texture filtering - Anisotropic sample optimization Setting ID_0x101ae763 = 0x00000000 UserSpecified=true // Flag to control smooth AFR behavior Setting ID_0x101e61a9 = 0x00000010 UserSpecified=true // Anisotropic filtering setting Setting ID_0x1094f157 = 0x00000000 UserSpecified=true // Toggle the VRR global feature Setting ID_0x1094f1f7 = 0x00000000 UserSpecified=true // VRR requested state Setting ID_0x10a879ac = 0x00000004 UserSpecified=true // G-SYNC Setting ID_0x10a879cf = 0x00000004 UserSpecified=true // G-SYNC Setting ID_0x10d2bb16 = 0x00000001 UserSpecified=true // Anisotropic filtering mode Setting ID_0x10f74257 = 0x10000010 UserSpecified=true Setting ID_0x1194f158 = 0x00000000 UserSpecified=true // Enable G-SYNC globally Setting ID_0x208e55e3 = 0x00000001 UserSpecified=true // Maximum frames allowed Setting ID_0x80303a19 = 0x00000001 Setting ID_0x80857a28 = 0x00000001 Setting ID_0x809d5f60 = 0x00000001 EndProfile Profile "PCSX2" ShowOn All Executable "pcsx2-legacy.exe" Executable "pcsx2.exe" UserSpecified=true Setting ID_0x1057eb71 = 0x00000001 UserSpecified=true // Power management mode Setting ID_0x10d2bb16 = 0x00000000 UserSpecified=true // Anisotropic filtering mode Setting ID_0x10f74257 = 0x00000000 UserSpecified=true 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_CreateDXGIFactory called with riid: IDXGIFactory calling original CreateDXGIFactory API CreateDXGIFactory2 returned factory = 0C51B738, result = 0 new HackerDXGIFactory2(class HackerDXGIFactory2@24867098) wrapped 0C51B738 HackerDXGIFactory::EnumAdapters(class HackerDXGIFactory2@24867098) adapter 0 requested created HackerDXGIAdapter wrapper = 1CC8F768 of 0D4591F8 returns result = 0 HackerDXGIFactory::QueryInterface(class HackerDXGIFactory2@24867098) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A} returns result = 0 for 1676F79C Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1 calling original CreateDXGIFactory1 API CreateDXGIFactory2 returned factory = 0C51A158, result = 0 new HackerDXGIFactory2(class HackerDXGIFactory2@24867B18) wrapped 0C51A158 HackerDXGIFactory1::EnumAdapters1(class HackerDXGIFactory2@24867B18) adapter 0 requested created HackerDXGIAdapter1 wrapper = 24867998 of 0D4595A0 returns result = 0 HackerUnknown::Release(class HackerDXGIFactory2@24867B18), counter=1, this=24867B18 HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter@1CC8F768) called with IID: IDXGIAdapter1 created HackerDXGIAdapter1(class HackerDXGIAdapter1@24867A58) wrapper of 0D4591F8 returns result = 0 for 24867A58 HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@24867A58) called returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0 HackerUnknown::Release(class HackerDXGIAdapter1@24867A58), counter=1, this=24867A58 HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter@1CC8F768) called with GUID: {1D6AD054-FB2F-4000-B3AB-E873A9131A7C} returns result = 887a0002 HackerUnknown::AddRef(class HackerDXGIAdapter@1CC8F768), counter=2, this=1CC8F768 HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter@1CC8F768) called with IID: {7ABB6563-02BC-47C4-8EF9-ACC4795EDBCF} returns result = 0 for 0D459240 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\nvspcap.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\nvspcap.dll. HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter@1CC8F768) 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-l1-1-1. HackerUnknown::Release(class HackerDXGIAdapter@1CC8F768), counter=4, this=1CC8F768 Hooked_CreateDXGIFactory called with riid: IDXGIFactory calling original CreateDXGIFactory API CreateDXGIFactory2 returned factory = 0C51A5B8, result = 0 new HackerDXGIFactory2(class HackerDXGIFactory2@24867738) wrapped 0C51A5B8 HackerDXGIFactory::EnumAdapters(class HackerDXGIFactory2@24867738) adapter 0 requested created HackerDXGIAdapter wrapper = 1CC8F8B8 of 0D459CF0 returns result = 0 HackerDXGIFactory::QueryInterface(class HackerDXGIFactory2@24867738) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A} returns result = 0 for 1676F770 Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1 calling original CreateDXGIFactory1 API CreateDXGIFactory2 returned factory = 0C51A6D0, result = 0 new HackerDXGIFactory2(class HackerDXGIFactory2@24867AD8) wrapped 0C51A6D0 HackerDXGIFactory::QueryInterface(class HackerDXGIFactory2@24867AD8) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A} returns result = 0 for 1676F704 HackerDXGIFactory1::EnumAdapters1(class HackerDXGIFactory2@24867AD8) adapter 0 requested created HackerDXGIAdapter1 wrapper = 24867778 of 0D459948 returns result = 0 HackerDXGIAdapter::GetDesc(class HackerDXGIAdapter1@24867778) called returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472 HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@24867778) called with IID: {645967A4-1392-4310-A798-8053CE3E93FD} returns result = 0 for 0D459948 HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@24867778) called with IID: IDXGIAdapter1 return HackerDXGIAdapter1 wrapper = 24867778 returns result = 0 for 24867778 HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@24867778) called returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0 HackerUnknown::Release(class HackerDXGIAdapter1@24867778), counter=1, this=24867778 HackerUnknown::Release(class HackerDXGIFactory2@24867AD8), counter=1, this=24867AD8 HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@24867778) called with IID: IDXGIAdapter1 return HackerDXGIAdapter1 wrapper = 24867778 returns result = 0 for 24867778 HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@24867778) called returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0 HackerUnknown::Release(class HackerDXGIAdapter1@24867778), counter=1, this=24867778 HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter1@24867778) called with GUID: {1D6AD054-FB2F-4000-B3AB-E873A9131A7C} returns result = 887a0002 HackerUnknown::AddRef(class HackerDXGIAdapter1@24867778), counter=2, this=24867778 HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@24867778) called with IID: {7ABB6563-02BC-47C4-8EF9-ACC4795EDBCF} returns result = 0 for 0D459990 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\nvspcap.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\nvspcap.dll. HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter1@24867778) 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-l1-1-1. HackerUnknown::Release(class HackerDXGIAdapter1@24867778), counter=4, this=24867778 HackerUnknown::Release(class HackerDXGIAdapter1@24867778), counter=0, this=24867778 counter=0, this=24867778, deleting self. HackerUnknown::Release(class HackerDXGIAdapter@1CC8F8B8), counter=0, this=1CC8F8B8 counter=0, this=1CC8F8B8, deleting self. HackerUnknown::Release(class HackerDXGIFactory2@24867738), counter=0, this=24867738 counter=0, this=24867738, deleting self. HackerUnknown::Release(class HackerDXGIAdapter1@24867998), counter=0, this=24867998 counter=0, this=24867998, deleting self. HackerUnknown::Release(class HackerDXGIAdapter@1CC8F768), counter=0, this=1CC8F768 counter=0, this=1CC8F768, deleting self. HackerUnknown::Release(class HackerDXGIFactory2@24867098), counter=0, this=24867098 counter=0, this=24867098, deleting self. [/code] In case I didn't say it before (I think I did), the Helixmod dll does work with GSdx in DX9 mode.
bo3b said:
Of course. But when you are getting a crash with no clear reason, you need to do experiments to try to narrow down where it might be happening. Debugging is primarily about ruling out possibilities.


You are right, that makes sense for debugging this. And I'm an idiot, I had the SBS/TAB shaders disabled to begin with. I didn't remember to re-enable the feature after I updated the 3Dmigoto version. So the log I posted is the best you can get, I guess.

bo3b said:Make sure that stupid game-mod and xbox crap is disabled.


Oh, that was enabled and I didn't know. Still, PCSX2 crashes the same with it disabled:

- No d3d9.dll = 3Dmigoto doesn't hook in any way.
- Yes d3d9.dll + not forced 3Dmigoto hooking = 3Dmigoto doesn't hook in any way, but 3D Vision can be triggered.
- Yes d3d9.dll + forced 3Dmigoto hooking through it = crash when opening the GSdx configuration dialog.

The log is almost the same, I think. I'm posting it anyway:

D3D11 DLL starting init - v 1.2.61 - Wed Jul 05 18:35:04 2017


----------- d3dx.ini settings -----------
[Logging]
calls=1
input=1
debug=1
unbuffered=1
unbuffered return: 0
force_cpu_affinity=0
[System]
allow_dxgi1_2=2
allow_check_interface=0
allow_create_device=2
allow_platform_update=1
[Device]
full_screen=0
force_stereo=0
get_resolution_from=swap_chain
[Stereo]
automatic_mode=0
create_profile=0
force_no_nvapi=0
[Rendering]
shader_hash=3dmigoto
cache_shaders=0
use_criticalsection=1
rasterizer_disable_scissor=1
export_fixed=0
export_shaders=0
export_hlsl=0
dump_usage=1
stereo_params=125
ini_params=120
override_directory=C:\Users\Alejandro\Documents\pcsx2-v1.5.0-dev-2132-gb8f7e12-windows-x86\ShaderFixes
cache_directory=C:\Users\Alejandro\Documents\pcsx2-v1.5.0-dev-2132-gb8f7e12-windows-x86\ShaderCache
fix_sv_position=0
... missing automatic ini section
[Hunting]
hunting=1
marking_mode=0
mark_snapshot=2
reload_config=no_modifiers VK_F10
toggle_hunting=no_modifiers VK_NUMPAD0
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=log dump_rt_jps clear_rt
repeat_rate=6
[KeyChange3DVision2SBSOutputMode]
type=cycle
Cycle 1: x7=1
Cycle 2: x7=2
Cycle 3: x7=3
Cycle 4: x7=4
Cycle 5: x7=5
Cycle 6: x7=0
Key=no_modifiers F11
[Resource3DVision2SBSBackupTexture]
[customshader3dvision2sbs]
vs=ShaderFixes/3dvision2sbsvs.hlsl
hs=null
ds=null
gs=null
ps=ShaderFixes/3dvision2sbsps.hlsl
blend=disable
cull=none
topology=triangle_strip
o1=null
o2=null
o3=null
o4=null
o5=null
o6=null
o7=null
od=null
o0=set_viewport no_view_cache bb
resource3dvision2sbsbackuptexture=reference ps-t100
ps-t100=stereo2mono bb
draw=4, 0
post ps-t100=reference resource3dvision2sbsbackuptexture
[Present]
[Constants]
x7=0.00
[Profile]

overriding NVAPI wrapper failed.
NVIDIA driver version 384.76 (branch r384_71)
nvapi_QueryInterfacePtr @ 0x7130FBA0
NvAPI_DRS_SaveSettingsToFileEx @ 0x7148CDC0

Looking up profiles related to C:\Users\Alejandro\Documents\pcsx2-v1.5.0-dev-2132-gb8f7e12-windows-x86\pcsx2.exe
----------- Driver profile settings -----------
BaseProfile "Base Profile"
SelectedGlobalProfile "Base Profile"

Profile "Base Profile"
ShowOn All
Setting ID_0x0019bb68 = 0x00000001 UserSpecified=true // Texture filtering - Negative LOD bias
Setting ID_0x002ecaf2 = 0x00000000 UserSpecified=true // Texture filtering - Trilinear optimization
Setting ID_0x005a375c = 0x96861077 UserSpecified=true // Vertical Sync Tear Control
Setting ID_0x0064b541 = 0x00000000 UserSpecified=true // Preferred refresh rate
Setting ID_0x007ba09e = 0x00000001 UserSpecified=true // Maximum pre-rendered frames
Setting ID_0x0084cd70 = 0x00000000 UserSpecified=true // Texture filtering - Anisotropic filter optimization
Setting ID_0x00a879cf = 0x47814940 UserSpecified=true // Vertical Sync
Setting ID_0x00ce2691 = 0xfffffff6 UserSpecified=true // Texture filtering - Quality
Setting ID_0x00e73211 = 0x00000000 UserSpecified=true // Texture filtering - Anisotropic sample optimization
Setting ID_0x101ae763 = 0x00000000 UserSpecified=true // Flag to control smooth AFR behavior
Setting ID_0x101e61a9 = 0x00000010 UserSpecified=true // Anisotropic filtering setting
Setting ID_0x1094f157 = 0x00000000 UserSpecified=true // Toggle the VRR global feature
Setting ID_0x1094f1f7 = 0x00000000 UserSpecified=true // VRR requested state
Setting ID_0x10a879ac = 0x00000004 UserSpecified=true // G-SYNC
Setting ID_0x10a879cf = 0x00000004 UserSpecified=true // G-SYNC
Setting ID_0x10d2bb16 = 0x00000001 UserSpecified=true // Anisotropic filtering mode
Setting ID_0x10f74257 = 0x10000010 UserSpecified=true
Setting ID_0x1194f158 = 0x00000000 UserSpecified=true // Enable G-SYNC globally
Setting ID_0x208e55e3 = 0x00000001 UserSpecified=true // Maximum frames allowed
Setting ID_0x80303a19 = 0x00000001
Setting ID_0x80857a28 = 0x00000001
Setting ID_0x809d5f60 = 0x00000001
EndProfile

Profile "PCSX2"
ShowOn All
Executable "pcsx2-legacy.exe"
Executable "pcsx2.exe" UserSpecified=true
Setting ID_0x1057eb71 = 0x00000001 UserSpecified=true // Power management mode
Setting ID_0x10d2bb16 = 0x00000000 UserSpecified=true // Anisotropic filtering mode
Setting ID_0x10f74257 = 0x00000000 UserSpecified=true
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_CreateDXGIFactory called with riid: IDXGIFactory
calling original CreateDXGIFactory API
CreateDXGIFactory2 returned factory = 0C51B738, result = 0
new HackerDXGIFactory2(class HackerDXGIFactory2@24867098) wrapped 0C51B738
HackerDXGIFactory::EnumAdapters(class HackerDXGIFactory2@24867098) adapter 0 requested
created HackerDXGIAdapter wrapper = 1CC8F768 of 0D4591F8
returns result = 0
HackerDXGIFactory::QueryInterface(class HackerDXGIFactory2@24867098) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}
returns result = 0 for 1676F79C
Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1
calling original CreateDXGIFactory1 API
CreateDXGIFactory2 returned factory = 0C51A158, result = 0
new HackerDXGIFactory2(class HackerDXGIFactory2@24867B18) wrapped 0C51A158
HackerDXGIFactory1::EnumAdapters1(class HackerDXGIFactory2@24867B18) adapter 0 requested
created HackerDXGIAdapter1 wrapper = 24867998 of 0D4595A0
returns result = 0
HackerUnknown::Release(class HackerDXGIFactory2@24867B18), counter=1, this=24867B18
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter@1CC8F768) called with IID: IDXGIAdapter1
created HackerDXGIAdapter1(class HackerDXGIAdapter1@24867A58) wrapper of 0D4591F8
returns result = 0 for 24867A58
HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@24867A58) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0
HackerUnknown::Release(class HackerDXGIAdapter1@24867A58), counter=1, this=24867A58
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter@1CC8F768) called with GUID: {1D6AD054-FB2F-4000-B3AB-E873A9131A7C}
returns result = 887a0002
HackerUnknown::AddRef(class HackerDXGIAdapter@1CC8F768), counter=2, this=1CC8F768
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter@1CC8F768) called with IID: {7ABB6563-02BC-47C4-8EF9-ACC4795EDBCF}
returns result = 0 for 0D459240
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\nvspcap.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\nvspcap.dll.
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter@1CC8F768) 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-l1-1-1.
HackerUnknown::Release(class HackerDXGIAdapter@1CC8F768), counter=4, this=1CC8F768
Hooked_CreateDXGIFactory called with riid: IDXGIFactory
calling original CreateDXGIFactory API
CreateDXGIFactory2 returned factory = 0C51A5B8, result = 0
new HackerDXGIFactory2(class HackerDXGIFactory2@24867738) wrapped 0C51A5B8
HackerDXGIFactory::EnumAdapters(class HackerDXGIFactory2@24867738) adapter 0 requested
created HackerDXGIAdapter wrapper = 1CC8F8B8 of 0D459CF0
returns result = 0
HackerDXGIFactory::QueryInterface(class HackerDXGIFactory2@24867738) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}
returns result = 0 for 1676F770
Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1
calling original CreateDXGIFactory1 API
CreateDXGIFactory2 returned factory = 0C51A6D0, result = 0
new HackerDXGIFactory2(class HackerDXGIFactory2@24867AD8) wrapped 0C51A6D0
HackerDXGIFactory::QueryInterface(class HackerDXGIFactory2@24867AD8) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}
returns result = 0 for 1676F704
HackerDXGIFactory1::EnumAdapters1(class HackerDXGIFactory2@24867AD8) adapter 0 requested
created HackerDXGIAdapter1 wrapper = 24867778 of 0D459948
returns result = 0
HackerDXGIAdapter::GetDesc(class HackerDXGIAdapter1@24867778) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@24867778) called with IID: {645967A4-1392-4310-A798-8053CE3E93FD}
returns result = 0 for 0D459948
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@24867778) called with IID: IDXGIAdapter1
return HackerDXGIAdapter1 wrapper = 24867778
returns result = 0 for 24867778
HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@24867778) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0
HackerUnknown::Release(class HackerDXGIAdapter1@24867778), counter=1, this=24867778
HackerUnknown::Release(class HackerDXGIFactory2@24867AD8), counter=1, this=24867AD8
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@24867778) called with IID: IDXGIAdapter1
return HackerDXGIAdapter1 wrapper = 24867778
returns result = 0 for 24867778
HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@24867778) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0
HackerUnknown::Release(class HackerDXGIAdapter1@24867778), counter=1, this=24867778
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter1@24867778) called with GUID: {1D6AD054-FB2F-4000-B3AB-E873A9131A7C}
returns result = 887a0002
HackerUnknown::AddRef(class HackerDXGIAdapter1@24867778), counter=2, this=24867778
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@24867778) called with IID: {7ABB6563-02BC-47C4-8EF9-ACC4795EDBCF}
returns result = 0 for 0D459990
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\nvspcap.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\nvspcap.dll.
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter1@24867778) 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-l1-1-1.
HackerUnknown::Release(class HackerDXGIAdapter1@24867778), counter=4, this=24867778
HackerUnknown::Release(class HackerDXGIAdapter1@24867778), counter=0, this=24867778
counter=0, this=24867778, deleting self.
HackerUnknown::Release(class HackerDXGIAdapter@1CC8F8B8), counter=0, this=1CC8F8B8
counter=0, this=1CC8F8B8, deleting self.
HackerUnknown::Release(class HackerDXGIFactory2@24867738), counter=0, this=24867738
counter=0, this=24867738, deleting self.
HackerUnknown::Release(class HackerDXGIAdapter1@24867998), counter=0, this=24867998
counter=0, this=24867998, deleting self.
HackerUnknown::Release(class HackerDXGIAdapter@1CC8F768), counter=0, this=1CC8F768
counter=0, this=1CC8F768, deleting self.
HackerUnknown::Release(class HackerDXGIFactory2@24867098), counter=0, this=24867098
counter=0, this=24867098, deleting self.



In case I didn't say it before (I think I did), the Helixmod dll does work with GSdx in DX9 mode.

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 07/05/2017 04:41 PM   
[quote="Oomek"]bo3b: It's not like that mate. I'm disabled person, I suffer from fibromyalgia and the cause of my inactivities are only caused by worsening of my symptoms. When I get better I try to catch up. If I promised to share my code I will do it, I just must have forgotten what it was about. A little reminder please :) If it was about our Dirt 3 mod I had to postpone it until I get the SS Reflections working which to this day I haven't figured out how to make it not drift when moving the camera. Regarding the noise. It is pseudo random code [code]float rndf(float2 x) { int n = int(x.x * 40.0 + x.y * 6400.0); n = (n << 13) ^ n; return 1.0 - float( (n * (n * n * 15731 + 789221) + \ 1376312589) & 0x7fffffff) / 1073741824.0; }[/code] which takes a v0 vector as an argument, It's random, but static. v0 needs some delta added to it which is different in each frame. A little counter would do.[/quote] OK, fair enough. For the code to release, I think it was your Dirt 3 work. You made some really amazing improvements with that game. But... they never shipped. So no one other than you can use them. I understand the appeal of getting things perfect, but this is exactly what DarkStarSword and I were arguing. If you wait for perfect, that day never comes, and then the other great work is lost. For getting the SS Reflections working, unless you have a personal desire to own every single bit, you are far better off open-sourcing your work, and hoping that someone else will be interested and help out. Everyone has different strengths and weaknesses, and there might be someone out there that can crack the problem. Your choice of course, I'm just observing that your approach is not working. A lot of stuff I do is not as good as I'd like, and that I know I can do better, but shipping is 100x more valuable. For the pseudo-random number generator, does it need to be actually random? If it's something like Perlin noise, having a good seed is more important than having it be genuinely random. If you really do need some changing value, but the value itself does not matter, you can use Key* override. If you create a Key* override for the W key for example, something that the user uses all the time, then you can fire off a transition that will scale a number however you like. e.g. You could make x3 transition from 0 to 500, over a 5 second time frame, using a cosine curve. Another possibility would be to have the shader code sample the image. If it's something that is moving, different each frame, then the underlying pixels are essentially random, and sampling center of screen could give you a different seed for each frame.
Oomek said:bo3b: It's not like that mate. I'm disabled person, I suffer from fibromyalgia and the cause of my inactivities are only caused by worsening of my symptoms. When I get better I try to catch up. If I promised to share my code I will do it, I just must have forgotten what it was about. A little reminder please :) If it was about our Dirt 3 mod I had to postpone it until I get the SS Reflections working which to this day I haven't figured out how to make it not drift when moving the camera.

Regarding the noise. It is pseudo random code
float rndf(float2 x)
{
int n = int(x.x * 40.0 + x.y * 6400.0);
n = (n << 13) ^ n;
return 1.0 - float( (n * (n * n * 15731 + 789221) + \
1376312589) & 0x7fffffff) / 1073741824.0;
}


which takes a v0 vector as an argument, It's random, but static. v0 needs some delta added to it which is different in each frame. A little counter would do.

OK, fair enough. For the code to release, I think it was your Dirt 3 work. You made some really amazing improvements with that game.

But... they never shipped. So no one other than you can use them.

I understand the appeal of getting things perfect, but this is exactly what DarkStarSword and I were arguing. If you wait for perfect, that day never comes, and then the other great work is lost.

For getting the SS Reflections working, unless you have a personal desire to own every single bit, you are far better off open-sourcing your work, and hoping that someone else will be interested and help out. Everyone has different strengths and weaknesses, and there might be someone out there that can crack the problem.

Your choice of course, I'm just observing that your approach is not working.

A lot of stuff I do is not as good as I'd like, and that I know I can do better, but shipping is 100x more valuable.


For the pseudo-random number generator, does it need to be actually random? If it's something like Perlin noise, having a good seed is more important than having it be genuinely random.

If you really do need some changing value, but the value itself does not matter, you can use Key* override. If you create a Key* override for the W key for example, something that the user uses all the time, then you can fire off a transition that will scale a number however you like. e.g. You could make x3 transition from 0 to 500, over a 5 second time frame, using a cosine curve.

Another possibility would be to have the shader code sample the image. If it's something that is moving, different each frame, then the underlying pixels are essentially random, and sampling center of screen could give you a different seed for each frame.

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

Posted 07/06/2017 04:01 AM   
bo3b: I'm aware of my flaw which is a chronic perfectionism, trying to fight it every day. The problem with that mod is it's now in pieces. Almost each effect I've implemented has its own ini and shaderoverride folder and some shaders are shared between them, so putting it all together will take some time. I decided that I will commit all what i've done with water untouched and a separate folder with just broken SSR. Regarding noise, a simple i++ for each frame would make the noise pattern different on each frame. I was thinking about using Key you mentioned, but can I make it to start without pressing a key and follow the sine transition infinitely? Using a texture sampling would be tricky as it would need to be consistent in each scene where the debanding shader is beeing used, whether it's just for sky shader or as a post process.
bo3b:

I'm aware of my flaw which is a chronic perfectionism, trying to fight it every day. The problem with that mod is it's now in pieces. Almost each effect I've implemented has its own ini and shaderoverride folder and some shaders are shared between them, so putting it all together will take some time. I decided that I will commit all what i've done with water untouched and a separate folder with just broken SSR.

Regarding noise, a simple i++ for each frame would make the noise pattern different on each frame. I was thinking about using Key you mentioned, but can I make it to start without pressing a key and follow the sine transition infinitely?

Using a texture sampling would be tricky as it would need to be consistent in each scene where the debanding shader is beeing used, whether it's just for sky shader or as a post process.

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

Posted 07/06/2017 09:39 AM   
Here is my debanding shader if anyone is interested in curing banding in games. It's formatted for MPC-HC, but with some cosmetic changes can be implemented in 3DM, but the noise will be static. I've changed the noise algorithm to less efficient as in MPC I cannot use bitwise operators as it requires a shader model 4.0 I't so simple that it's silly, but working exceptionally well for input textures with banding occurring in full 8-bit colour depth. For movies encoded in YUV threshold needs to be 2 or more, depending on the source material. When you increase the threshold to 5 or more it's advised to decrease the radius by half or something. [code] /* * Debanding shader based on adaptive displacement * MPC-HC format * (C) 2017 Oomek * */ #define RADIUS 10.0 // smallest radius of the displacement #define THRESHOLD 1.0 // maximum banding colour step on which to activate debanding sampler s0 : register(s0); float4 p0 : register(c0); // p0.x texture width // p0.y texture height // p0.w is the global time in seconds #define resolution p0.xy #define time p0.w float2 rndf(float2 uv) { float noiseX = (frac(sin(dot(uv, float2(12.9898,78.233) )) * 43758.5453)); float noiseY = (frac(sin(dot(uv, float2(12.9898,78.233) * 2.0)) * 43758.5453)); return float2(noiseX, noiseY) * 2 - 1.0; } float4 main(float2 uv : TEXCOORD0) : COLOR { float4 colour; float4x3 noise; float4x3 delta; float thr = THRESHOLD / 254.999; float2 rnd = rndf(uv + time % 10.0) * RADIUS / resolution; colour = tex2D(s0, uv); for (int i = 0; i < 4; i++) noise[i] = tex2D(s0, uv + rnd * pow(2,i)).xyz; for (int j = 0; j < 4; j++) delta[j].xyz = abs(colour.xyz - noise[j].xyz); if ( (delta[0].x < thr && delta[0].y < thr && delta[0].z < thr) ) if ( (delta[1].x < thr && delta[1].y < thr && delta[1].z < thr) ) { colour.xyz = noise[0]; if ( (delta[2].x < thr && delta[2].y < thr && delta[2].z < thr) ) { colour.xyz = noise[1]; if ( (delta[3].x < thr && delta[3].y < thr && delta[3].z < thr) ) { colour.xyz = noise[2]; } } } return colour; } [/code] It's not optimised for speed yet, feel free to modify it as you wish. I'm linking a sample uncompressed avi in 5fps to quickly see it in action in MPC-HC, it has 3 banding patterns with 1,2 and 3 colour steps between bands. Changing threshold in the shader file to 1-3 will affect a specific depth of banding. Copy the shader to shaders folder and activate it as post-resize [url]https://mega.nz/#!Tslx2KgY!Ji7EenNDJO3WBVMKlfVzfNPK--635Y54unmLglLwRFY[/url]
Here is my debanding shader if anyone is interested in curing banding in games.
It's formatted for MPC-HC, but with some cosmetic changes can be implemented in 3DM, but the noise will be static.
I've changed the noise algorithm to less efficient as in MPC I cannot use bitwise operators as it requires a shader model 4.0

I't so simple that it's silly, but working exceptionally well for input textures with banding occurring in full 8-bit colour depth. For movies encoded in YUV threshold needs to be 2 or more, depending on the source material. When you increase the threshold to 5 or more it's advised to decrease the radius by half or something.

/*
* Debanding shader based on adaptive displacement
* MPC-HC format
* (C) 2017 Oomek
*
*/

#define RADIUS 10.0 // smallest radius of the displacement
#define THRESHOLD 1.0 // maximum banding colour step on which to activate debanding

sampler s0 : register(s0);
float4 p0 : register(c0);
// p0.x texture width
// p0.y texture height
// p0.w is the global time in seconds

#define resolution p0.xy
#define time p0.w

float2 rndf(float2 uv) {
float noiseX = (frac(sin(dot(uv, float2(12.9898,78.233) )) * 43758.5453));
float noiseY = (frac(sin(dot(uv, float2(12.9898,78.233) * 2.0)) * 43758.5453));
return float2(noiseX, noiseY) * 2 - 1.0;
}

float4 main(float2 uv : TEXCOORD0) : COLOR
{
float4 colour;
float4x3 noise;
float4x3 delta;

float thr = THRESHOLD / 254.999;

float2 rnd = rndf(uv + time % 10.0) * RADIUS / resolution;

colour = tex2D(s0, uv);
for (int i = 0; i < 4; i++)
noise[i] = tex2D(s0, uv + rnd * pow(2,i)).xyz;

for (int j = 0; j < 4; j++)
delta[j].xyz = abs(colour.xyz - noise[j].xyz);

if ( (delta[0].x < thr && delta[0].y < thr && delta[0].z < thr) )
if ( (delta[1].x < thr && delta[1].y < thr && delta[1].z < thr) )
{
colour.xyz = noise[0];
if ( (delta[2].x < thr && delta[2].y < thr && delta[2].z < thr) )
{
colour.xyz = noise[1];
if ( (delta[3].x < thr && delta[3].y < thr && delta[3].z < thr) )
{
colour.xyz = noise[2];
}
}
}
return colour;
}


It's not optimised for speed yet, feel free to modify it as you wish.

I'm linking a sample uncompressed avi in 5fps to quickly see it in action in MPC-HC, it has 3 banding patterns with 1,2 and 3 colour steps between bands. Changing threshold in the shader file to 1-3 will affect a specific depth of banding. Copy the shader to shaders folder and activate it as post-resize

https://mega.nz/#!Tslx2KgY!Ji7EenNDJO3WBVMKlfVzfNPK--635Y54unmLglLwRFY

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

Posted 07/06/2017 09:54 AM   
bo3b: I'm hoping to gain back your trust mate, as I'm far from being an egoist :)
bo3b: I'm hoping to gain back your trust mate, as I'm far from being an egoist :)

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

Posted 07/06/2017 10:22 AM   
@Oomek: Sounds good. I appreciate you sharing your stuff. If it helps, know that both DarkStarSword and I struggle greatly with perfection as well. You can easily see it in DarkStarSword's fixes, and to a lesser extent with my stuff (I'm quite a bit older and have more practice beating down my inner perfectionist.) It's still hard to let it go. I encourage everyone to adopt the ship-it mindset, and at least ship something, even if it's not exactly what you want. Mark it WIP if you aren't happy with it, and expect to improve it. We've lost somewhere around 20 game fixes because people were satisfied, and then... never got back to it. Work that doesn't ship, was just a waste of time. [quote]Regarding noise, a simple i++ for each frame would make the noise pattern different on each frame. I was thinking about using Key you mentioned, but can I make it to start without pressing a key and follow the sine transition infinitely?[/quote]This wasn't really possible before, but is now I think. You can use llyzski's ShaderOverride, which calls through to the same transition effects. So that would be based on an active shader (by hash), that you'd know was active for a given scene you are debanding. That could start up the sine sequence. Try using a super long time frame. The numbers are using GetTickCount64, which is milliseconds, and is stored as a ULONGLONG, a 64 bit number. Which is about 5.12E+12 hours. Unless something on the input side trims it down, that oughta work. Another possibility worth considering is to use a ComputeShader. That's nearly ideally suited to this sort of operation, and can store state. Not positive here, but I think groupshared state would act like a normal variable, and thus could be used as a continuous new seed. Quick search, maybe something like: https://github.com/nobnak/XorwowUnity
@Oomek: Sounds good. I appreciate you sharing your stuff. If it helps, know that both DarkStarSword and I struggle greatly with perfection as well. You can easily see it in DarkStarSword's fixes, and to a lesser extent with my stuff (I'm quite a bit older and have more practice beating down my inner perfectionist.) It's still hard to let it go.

I encourage everyone to adopt the ship-it mindset, and at least ship something, even if it's not exactly what you want. Mark it WIP if you aren't happy with it, and expect to improve it. We've lost somewhere around 20 game fixes because people were satisfied, and then... never got back to it.

Work that doesn't ship, was just a waste of time.


Regarding noise, a simple i++ for each frame would make the noise pattern different on each frame. I was thinking about using Key you mentioned, but can I make it to start without pressing a key and follow the sine transition infinitely?
This wasn't really possible before, but is now I think. You can use llyzski's ShaderOverride, which calls through to the same transition effects. So that would be based on an active shader (by hash), that you'd know was active for a given scene you are debanding.

That could start up the sine sequence. Try using a super long time frame. The numbers are using GetTickCount64, which is milliseconds, and is stored as a ULONGLONG, a 64 bit number. Which is about 5.12E+12 hours. Unless something on the input side trims it down, that oughta work.


Another possibility worth considering is to use a ComputeShader. That's nearly ideally suited to this sort of operation, and can store state. Not positive here, but I think groupshared state would act like a normal variable, and thus could be used as a continuous new seed.

Quick search, maybe something like: https://github.com/nobnak/XorwowUnity

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

Posted 07/07/2017 06:58 PM   
[quote="masterotaku"][quote="bo3b"]Of course. But when you are getting a crash with no clear reason, you need to do experiments to try to narrow down where it might be happening. Debugging is primarily about ruling out possibilities.[/quote]You are right, that makes sense for debugging this. And I'm an idiot, I had the SBS/TAB shaders disabled to begin with. I didn't remember to re-enable the feature after I updated the 3Dmigoto version. So the log I posted is the best you can get, I guess.[quote="bo3b"]Make sure that stupid game-mod and xbox crap is disabled.[/quote]Oh, that was enabled and I didn't know. Still, PCSX2 crashes the same with it disabled: - No d3d9.dll = 3Dmigoto doesn't hook in any way. - Yes d3d9.dll + not forced 3Dmigoto hooking = 3Dmigoto doesn't hook in any way, but 3D Vision can be triggered. - Yes d3d9.dll + forced 3Dmigoto hooking through it = crash when opening the GSdx configuration dialog. The log is almost the same, I think. I'm posting it anyway: <snip> In case I didn't say it before (I think I did), the Helixmod dll does work with GSdx in DX9 mode.[/quote] Looked at that again, but don't much to suggest. Nothing significant in the log. If you haven't already, it's worth playing with the assorted allow_* functions. For this I'd expect it to work best with them all disabled, but Win10 has dramatically complicated things, so it's not clear. Also the hook style operations, which change the way we attach to the game/emulator. In particular, try disabling DXGI, which will break hunting, but doesn't matter for playing. DXGI::Present is highly contended, and a lot of code that people use to hook it is poorly written and unreliable. Lastly, try the super old 3Dmigoto of 1.0.1. That predates our use of DXGI, and worked for a game that DHR was recently looking at.
masterotaku said:
bo3b said:Of course. But when you are getting a crash with no clear reason, you need to do experiments to try to narrow down where it might be happening. Debugging is primarily about ruling out possibilities.
You are right, that makes sense for debugging this. And I'm an idiot, I had the SBS/TAB shaders disabled to begin with. I didn't remember to re-enable the feature after I updated the 3Dmigoto version. So the log I posted is the best you can get, I guess.
bo3b said:Make sure that stupid game-mod and xbox crap is disabled.
Oh, that was enabled and I didn't know. Still, PCSX2 crashes the same with it disabled:

- No d3d9.dll = 3Dmigoto doesn't hook in any way.
- Yes d3d9.dll + not forced 3Dmigoto hooking = 3Dmigoto doesn't hook in any way, but 3D Vision can be triggered.
- Yes d3d9.dll + forced 3Dmigoto hooking through it = crash when opening the GSdx configuration dialog.

The log is almost the same, I think. I'm posting it anyway:

<snip>


In case I didn't say it before (I think I did), the Helixmod dll does work with GSdx in DX9 mode.

Looked at that again, but don't much to suggest. Nothing significant in the log.

If you haven't already, it's worth playing with the assorted allow_* functions. For this I'd expect it to work best with them all disabled, but Win10 has dramatically complicated things, so it's not clear. Also the hook style operations, which change the way we attach to the game/emulator. In particular, try disabling DXGI, which will break hunting, but doesn't matter for playing. DXGI::Present is highly contended, and a lot of code that people use to hook it is poorly written and unreliable.

Lastly, try the super old 3Dmigoto of 1.0.1. That predates our use of DXGI, and worked for a game that DHR was recently looking at.

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

Posted 07/07/2017 07:03 PM   
[quote="DHR"]I will check if works using IndexBufferFilter and report back.[/quote] I just found out that IndexBufferFilter is broken and will only work if you have hunting turned on. FrameAnalyse also will not dump the index buffer hash. I am working on a patch. I am now also facing a problem where even IndexBufferFilter is not enough to distinguish between two different scenarios using the same vs/ps shade pair. So I will probably try to add even more filters (maybe VB or CB) to see if I can fix my problem.
DHR said:I will check if works using IndexBufferFilter and report back.


I just found out that IndexBufferFilter is broken and will only work if you have hunting turned on. FrameAnalyse also will not dump the index buffer hash. I am working on a patch.

I am now also facing a problem where even IndexBufferFilter is not enough to distinguish between two different scenarios using the same vs/ps shade pair. So I will probably try to add even more filters (maybe VB or CB) to see if I can fix my problem.

Posted 07/09/2017 08:14 AM   
  94 / 143    
Scroll To Top