Awesome, great work!
What are your current plans? Working on overall stability/features, or fixing a particular game?
I'm not sure it's worth focusing too much on Titanfall now, as the player base is shrinking and I don't believe anyone here actively plays it any more.
What are your current plans? Working on overall stability/features, or fixing a particular game?
I'm not sure it's worth focusing too much on Titanfall now, as the player base is shrinking and I don't believe anyone here actively plays it any more.
I plan to learn as I go. Still adding features. Figuring a suitable way to refresh all updated shaders while being in game. Figuring out an approach to cache fixed shaders in compiled form. Speed up dramatically when playing rather than fixing. No need to copy every single shader that might be marked and exported at later later in the gameplay. Perhaps try to efficiently add lua. I have a lua implementation buy I think it can be done faster. I'm not a lua expert so it's currently sitting in an offline tool.
In addition to this my goal is not to fix games rather to learn how to fix individual shaders and eventually be able to fix a game.
I would love to fix the water shader in Source engine games.
Now back to today, refreshing shaders while playing seems like the highest priority before attacking a shader.
DX10 is pretty much limited to dumping/compiling/decompiling so that will need some love eventually.
Need a short break and will continue in the evening CET timezone.
I'm open to suggestions and collaborations or plain old cash if you are so inclined.
My paypal remains: ulfjalmbrant@hotmail.com
Shoutouts to the 3D Vision Community both modders and gamers.
I plan to learn as I go. Still adding features. Figuring a suitable way to refresh all updated shaders while being in game. Figuring out an approach to cache fixed shaders in compiled form. Speed up dramatically when playing rather than fixing. No need to copy every single shader that might be marked and exported at later later in the gameplay. Perhaps try to efficiently add lua. I have a lua implementation buy I think it can be done faster. I'm not a lua expert so it's currently sitting in an offline tool.
In addition to this my goal is not to fix games rather to learn how to fix individual shaders and eventually be able to fix a game.
I would love to fix the water shader in Source engine games.
Now back to today, refreshing shaders while playing seems like the highest priority before attacking a shader.
DX10 is pretty much limited to dumping/compiling/decompiling so that will need some love eventually.
Need a short break and will continue in the evening CET timezone.
I'm open to suggestions and collaborations or plain old cash if you are so inclined.
My paypal remains: ulfjalmbrant@hotmail.com
Shoutouts to the 3D Vision Community both modders and gamers.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
Spent some time improving the assembler. Titanfall were using opcodes I hadn't seen Before.
The assembler validation code was quite old it took some adjustment before it was working.
Other than that I started the reload shader feature and have some promising results but ran into problem with the assembler producing invalid code which is why it had to be improved.
Spent some time improving the assembler. Titanfall were using opcodes I hadn't seen Before.
The assembler validation code was quite old it took some adjustment before it was working.
Other than that I started the reload shader feature and have some promising results but ran into problem with the assembler producing invalid code which is why it had to be improved.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
Wouldn't the inclusion of Lua in your wrapper allow things like cursor/crosshair implentations and/or modifications? Aso UI resizing and repositioning abilities?
I just wonder because Lua is used extensively in World of Warcraft to allow user mods, such as toolbar/UI customization.
Wouldn't the inclusion of Lua in your wrapper allow things like cursor/crosshair implentations and/or modifications? Aso UI resizing and repositioning abilities?
I just wonder because Lua is used extensively in World of Warcraft to allow user mods, such as toolbar/UI customization.
Lua in the scope of a wrapper allows you to change multiple wrappers using a single lua script.
Helix have many lua scripts which allows him to make changes to lots of shaders at once.
The Bioshock Infinite script affects 1500+ pixelshaders. Not somethting you would like to manually patch one file at a time.
One issue is that the complexity of the lua script has increased making it hard to comprehend unless you wrote it yourself.
The BI lua is 1000 lines long which is about twice his normal dx9 lua file.
Lua integrated into WoW is quite different to lua integrated into a DirectX wrapper.
Just fixed a couple of bugs with the assembler. Binary output was only almost right. It is now possible to go from binary -> asm -> binary giving identical binaries unless there is a small rounding error for a literal value during decompiling. As I rely on microsoft decompiler I'm not able to fix such small errors easily.
Helix wrote his own decompiler.
I'm having a nice flow should soon finish shader reloading. Which is almost done.
Looking for alpha testers. Two Xbox controllers required at this point.
Just fixed a couple of bugs with the assembler. Binary output was only almost right. It is now possible to go from binary -> asm -> binary giving identical binaries unless there is a small rounding error for a literal value during decompiling. As I rely on microsoft decompiler I'm not able to fix such small errors easily.
Helix wrote his own decompiler.
I'm having a nice flow should soon finish shader reloading. Which is almost done.
Looking for alpha testers. Two Xbox controllers required at this point.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
Found the untested refresh all shaders while in-game to be buggy not very suprising.
As usually the computer does what it's told and not necessarily what you want it to do.
At least I had reason to test it spent some short time changing my first shader.
This reminds me I should make it an option to use the first controller when the game doesn't use it.
I could also make another attempt at keyboard controls.
My first couple of tries failed quite a lot.
Been debugging refreshing shaders without restarting the game.
Things are improving. I can't seem to be able to read file change time to reduce duplication for unchanged shaders.
Ended up doing crc comparison between the last used patch and the current in patch directory.
Looks like there is some remaining bug as pretty quickly after replacing patch with a new one I had a memory access crash. Until it's solved rapid shader experiments are not possible.
I'm glad over the rate of improvement since restarting this project.
Considering there were no DX11 wrapper when I started I would say I was the only one attempting to write a wrapper in a time not that far ago. I will take this time to thank all contributors.
I'll have to look at that crash later.
I'll have to agree with bo3b that 2 wrappers is better than one. Not counting Helix or the original 3Dmigoto. As far as I can tell chiri's code is dominating the current 3Dmigoto but bo3b has spent hours upon hours improving it to get to this point.
When DX11 stabilizes DX10 is coming next and I might add DX9 for no other reason than to be complete.
The basic implementation is already done but it has to be extended.
Ended up doing crc comparison between the last used patch and the current in patch directory.
Looks like there is some remaining bug as pretty quickly after replacing patch with a new one I had a memory access crash. Until it's solved rapid shader experiments are not possible.
I'm glad over the rate of improvement since restarting this project.
Considering there were no DX11 wrapper when I started I would say I was the only one attempting to write a wrapper in a time not that far ago. I will take this time to thank all contributors.
I'll have to look at that crash later.
I'll have to agree with bo3b that 2 wrappers is better than one. Not counting Helix or the original 3Dmigoto. As far as I can tell chiri's code is dominating the current 3Dmigoto but bo3b has spent hours upon hours improving it to get to this point.
When DX11 stabilizes DX10 is coming next and I might add DX9 for no other reason than to be complete.
The basic implementation is already done but it has to be extended.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
[quote="Flugan"]Been debugging refreshing shaders without restarting the game.
Things are improving. I can't seem to be able to read file change time to reduce duplication for unchanged shaders.[/quote]I got this working in 3Dmigoto using the GetFileTime call. In case it helps, here is the change where I added that code.
[url]https://github.com/bo3b/3Dmigoto/commit/19a15a3a43e0a963ca18d49c20f915a2c6b3c907[/url]
For doing the replacment, are you overriding the VSSetShader and PSSetShader, or have a different technique?
I saw and tried your GetFileTime approach but for some reason the memory remained uninitialized when stepping through in the debugger. Reading the file and doing a crc check became the backup plan. Not sure how much faster it is but it avoids lots of duplicate shaders.
I've altered VSSetShader and PSSetShader but something might still be wrong considering the crash bug.
I saw and tried your GetFileTime approach but for some reason the memory remained uninitialized when stepping through in the debugger. Reading the file and doing a crc check became the backup plan. Not sure how much faster it is but it avoids lots of duplicate shaders.
I've altered VSSetShader and PSSetShader but something might still be wrong considering the crash bug.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
I might have solved the crash bug, needs more testing. Rewrote some code regarding VSSetShader and PSSetShader. Time to branch out and check how many games it works with within the limit of the games I own.
I might have solved the crash bug, needs more testing. Rewrote some code regarding VSSetShader and PSSetShader. Time to branch out and check how many games it works with within the limit of the games I own.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
What are your current plans? Working on overall stability/features, or fixing a particular game?
I'm not sure it's worth focusing too much on Titanfall now, as the player base is shrinking and I don't believe anyone here actively plays it any more.
In addition to this my goal is not to fix games rather to learn how to fix individual shaders and eventually be able to fix a game.
I would love to fix the water shader in Source engine games.
Now back to today, refreshing shaders while playing seems like the highest priority before attacking a shader.
DX10 is pretty much limited to dumping/compiling/decompiling so that will need some love eventually.
Need a short break and will continue in the evening CET timezone.
I'm open to suggestions and collaborations or plain old cash if you are so inclined.
My paypal remains: ulfjalmbrant@hotmail.com
Shoutouts to the 3D Vision Community both modders and gamers.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
The assembler validation code was quite old it took some adjustment before it was working.
Other than that I started the reload shader feature and have some promising results but ran into problem with the assembler producing invalid code which is why it had to be improved.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
I just wonder because Lua is used extensively in World of Warcraft to allow user mods, such as toolbar/UI customization.
Helix have many lua scripts which allows him to make changes to lots of shaders at once.
The Bioshock Infinite script affects 1500+ pixelshaders. Not somethting you would like to manually patch one file at a time.
One issue is that the complexity of the lua script has increased making it hard to comprehend unless you wrote it yourself.
The BI lua is 1000 lines long which is about twice his normal dx9 lua file.
Lua integrated into WoW is quite different to lua integrated into a DirectX wrapper.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Helix wrote his own decompiler.
I'm having a nice flow should soon finish shader reloading. Which is almost done.
Looking for alpha testers. Two Xbox controllers required at this point.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
As usually the computer does what it's told and not necessarily what you want it to do.
At least I had reason to test it spent some short time changing my first shader.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530
I could also make another attempt at keyboard controls.
My first couple of tries failed quite a lot.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Things are improving. I can't seem to be able to read file change time to reduce duplication for unchanged shaders.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Looks like there is some remaining bug as pretty quickly after replacing patch with a new one I had a memory access crash. Until it's solved rapid shader experiments are not possible.
I'm glad over the rate of improvement since restarting this project.
Considering there were no DX11 wrapper when I started I would say I was the only one attempting to write a wrapper in a time not that far ago. I will take this time to thank all contributors.
I'll have to look at that crash later.
I'll have to agree with bo3b that 2 wrappers is better than one. Not counting Helix or the original 3Dmigoto. As far as I can tell chiri's code is dominating the current 3Dmigoto but bo3b has spent hours upon hours improving it to get to this point.
When DX11 stabilizes DX10 is coming next and I might add DX9 for no other reason than to be complete.
The basic implementation is already done but it has to be extended.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
https://github.com/bo3b/3Dmigoto/commit/19a15a3a43e0a963ca18d49c20f915a2c6b3c907
For doing the replacment, are you overriding the VSSetShader and PSSetShader, or have a different technique?
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
I've altered VSSetShader and PSSetShader but something might still be wrong considering the crash bug.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com