I tried once again to load 3Dmigoto in PCSX2, without success. But this time I got a log file. Steps:
1- Used the "d3d9.dll" and "d3d9.ini" from my PCSX2 mod (https://s3.amazonaws.com/masterotaku/PCSX2/PCSX2_3D_Vision_2017-03-17.7z) and the latest 3Dmigoto release build.
2- Renamed "d3d11.dll" to "visiond3d11.dll".
3- Edited "d3d9.ini" and added:
[code]
[Import.visiond3d9]
Architecture=Win32
Filename=visiond3d11.dll
When=Proxy
Role=d3d9
[/code]
4- Now I booted a game (after making sure GSdx is in DX11 mode), paused the emulator with the escape key and opened the GSdx config (necessary to load the "d3d9.dll"). This is when the emulator crashed, with the sound effect of Kaldaien's SpecialK crashing.
I also tried the dxgi and hook options to no avail.
Log file:
[code]
D3D11 DLL starting init - v 1.2.61 - Sun Jul 02 23:19:07 2017
----------- d3dx.ini settings -----------
[Logging]
calls=1
input=1
debug=0
unbuffered=0
force_cpu_affinity=0
[System]
allow_dxgi1_2=0
allow_check_interface=0
allow_create_device=2
allow_platform_update=0
[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)
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 switching to original dll: original_d3d11.dll to C:\Windows\system32\d3d11.dll.
Hooked_CreateDXGIFactory called with riid: IDXGIFactory
calling original CreateDXGIFactory API
CreateDXGIFactory1 returned factory = 07CC47A8, result = 0
new HackerDXGIFactory1(class HackerDXGIFactory1@24B79AC0) wrapped 07CC47A8
HackerDXGIFactory::EnumAdapters(class HackerDXGIFactory1@24B79AC0) adapter 0 requested
created HackerDXGIAdapter wrapper = 2294F5C0 of 1C94EA48
returns result = 0
HackerDXGIFactory::QueryInterface(class HackerDXGIFactory1@24B79AC0) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}
returns result = 0 for 11F8F938
Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1
calling original CreateDXGIFactory1 API
CreateDXGIFactory1 returned factory = 07CC4AF0, result = 0
new HackerDXGIFactory1(class HackerDXGIFactory1@24B798A0) wrapped 07CC4AF0
HackerDXGIFactory1::EnumAdapters1(class HackerDXGIFactory1@24B798A0) adapter 0 requested
created HackerDXGIAdapter1 wrapper = 24B79940 of 1C94F198
returns result = 0
HackerUnknown::Release(class HackerDXGIFactory1@24B798A0), counter=1, this=24B798A0
HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@24B79960) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0
HackerUnknown::Release(class HackerDXGIAdapter1@24B79960), counter=1, this=24B79960
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter@2294F5C0) called with GUID: {1D6AD054-FB2F-4000-B3AB-E873A9131A7C}
returns result = 887a0002
HackerUnknown::AddRef(class HackerDXGIAdapter@2294F5C0), counter=2, this=2294F5C0
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter@2294F5C0) called with GUID: {D722FB4D-7A68-437A-B20C-5804EE2494A6}
returns result = 887a0002
HackerUnknown::Release(class HackerDXGIAdapter@2294F5C0), counter=4, this=2294F5C0
Hooked_CreateDXGIFactory called with riid: IDXGIFactory
calling original CreateDXGIFactory API
CreateDXGIFactory1 returned factory = 0CCDEE68, result = 0
new HackerDXGIFactory1(class HackerDXGIFactory1@24E07168) wrapped 0CCDEE68
HackerDXGIFactory::EnumAdapters(class HackerDXGIFactory1@24E07168) adapter 0 requested
created HackerDXGIAdapter wrapper = 2294F6B0 of 235C00A0
returns result = 0
HackerDXGIFactory::QueryInterface(class HackerDXGIFactory1@24E07168) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}
returns result = 0 for 11F8F90C
Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1
calling original CreateDXGIFactory1 API
CreateDXGIFactory1 returned factory = 0CCDF2C8, result = 0
new HackerDXGIFactory1(class HackerDXGIFactory1@24E07528) wrapped 0CCDF2C8
HackerDXGIFactory::QueryInterface(class HackerDXGIFactory1@24E07528) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}
returns result = 0 for 11F8F8A4
HackerDXGIFactory1::EnumAdapters1(class HackerDXGIFactory1@24E07528) adapter 0 requested
created HackerDXGIAdapter1 wrapper = 24E071E8 of 235C12E8
returns result = 0
HackerDXGIAdapter::GetDesc(class HackerDXGIAdapter1@24E071E8) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472
return HackerDXGIAdapter1 wrapper = 24E071E8
HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@24E071E8) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0
HackerUnknown::Release(class HackerDXGIAdapter1@24E071E8), counter=1, this=24E071E8
HackerUnknown::Release(class HackerDXGIFactory1@24E07528), counter=1, this=24E07528
return HackerDXGIAdapter1 wrapper = 24E071E8
HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@24E071E8) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0
HackerUnknown::Release(class HackerDXGIAdapter1@24E071E8), counter=1, this=24E071E8
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter1@24E071E8) called with GUID: {1D6AD054-FB2F-4000-B3AB-E873A9131A7C}
returns result = 887a0002
failed result = 80004002 for 11F8F154
failed result = 80004002 for 11F8F154
failed result = 80004002 for 11F8F154
failed result = 80004002 for 11F8F154
failed result = 80004002 for 11F8F154
HackerUnknown::AddRef(class HackerDXGIAdapter1@24E071E8), counter=2, this=24E071E8
[/code]
Here (http://forums.pcsx2.net/Thread-Microstutter-when-in-fullspeed?page=6) someone told me:
"As for 3Dmigoto.. I dunno, perhaps it might be a problem with their being condemned to use SDK 8.0 (just *very* random guessing)
Or perhaps.. did you try some newer version? I see a lot changed in this later year."
Bonus: the Helixmod dll loads fine in DX9 mode. But it's useless to me because I need the SBS/TAB shaders that come with 3Dmigoto.
I don't want to give up on this :(. On Windows 7 I didn't need to do anything special to load 3Dmigoto.
4- Now I booted a game (after making sure GSdx is in DX11 mode), paused the emulator with the escape key and opened the GSdx config (necessary to load the "d3d9.dll"). This is when the emulator crashed, with the sound effect of Kaldaien's SpecialK crashing.
I also tried the dxgi and hook options to no avail.
Log file:
D3D11 DLL starting init - v 1.2.61 - Sun Jul 02 23:19:07 2017
----------- End driver profile settings -----------
No profile update required
*** D3D11 DLL successfully initialized. ***
Trying to 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
CreateDXGIFactory1 returned factory = 07CC47A8, result = 0
new HackerDXGIFactory1(class HackerDXGIFactory1@24B79AC0) wrapped 07CC47A8
HackerDXGIFactory::EnumAdapters(class HackerDXGIFactory1@24B79AC0) adapter 0 requested
created HackerDXGIAdapter wrapper = 2294F5C0 of 1C94EA48
returns result = 0
HackerDXGIFactory::QueryInterface(class HackerDXGIFactory1@24B79AC0) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}
returns result = 0 for 11F8F938
Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1
calling original CreateDXGIFactory1 API
CreateDXGIFactory1 returned factory = 07CC4AF0, result = 0
new HackerDXGIFactory1(class HackerDXGIFactory1@24B798A0) wrapped 07CC4AF0
HackerDXGIFactory1::EnumAdapters1(class HackerDXGIFactory1@24B798A0) adapter 0 requested
created HackerDXGIAdapter1 wrapper = 24B79940 of 1C94F198
returns result = 0
HackerUnknown::Release(class HackerDXGIFactory1@24B798A0), counter=1, this=24B798A0
HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@24B79960) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0
HackerUnknown::Release(class HackerDXGIAdapter1@24B79960), counter=1, this=24B79960
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter@2294F5C0) called with GUID: {1D6AD054-FB2F-4000-B3AB-E873A9131A7C}
returns result = 887a0002
HackerUnknown::AddRef(class HackerDXGIAdapter@2294F5C0), counter=2, this=2294F5C0
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter@2294F5C0) called with GUID: {D722FB4D-7A68-437A-B20C-5804EE2494A6}
returns result = 887a0002
HackerUnknown::Release(class HackerDXGIAdapter@2294F5C0), counter=4, this=2294F5C0
Hooked_CreateDXGIFactory called with riid: IDXGIFactory
calling original CreateDXGIFactory API
CreateDXGIFactory1 returned factory = 0CCDEE68, result = 0
new HackerDXGIFactory1(class HackerDXGIFactory1@24E07168) wrapped 0CCDEE68
HackerDXGIFactory::EnumAdapters(class HackerDXGIFactory1@24E07168) adapter 0 requested
created HackerDXGIAdapter wrapper = 2294F6B0 of 235C00A0
returns result = 0
HackerDXGIFactory::QueryInterface(class HackerDXGIFactory1@24E07168) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}
returns result = 0 for 11F8F90C
Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1
calling original CreateDXGIFactory1 API
CreateDXGIFactory1 returned factory = 0CCDF2C8, result = 0
new HackerDXGIFactory1(class HackerDXGIFactory1@24E07528) wrapped 0CCDF2C8
HackerDXGIFactory::QueryInterface(class HackerDXGIFactory1@24E07528) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}
returns result = 0 for 11F8F8A4
HackerDXGIFactory1::EnumAdapters1(class HackerDXGIFactory1@24E07528) adapter 0 requested
created HackerDXGIAdapter1 wrapper = 24E071E8 of 235C12E8
returns result = 0
HackerDXGIAdapter::GetDesc(class HackerDXGIAdapter1@24E071E8) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472
return HackerDXGIAdapter1 wrapper = 24E071E8
HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@24E071E8) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0
HackerUnknown::Release(class HackerDXGIAdapter1@24E071E8), counter=1, this=24E071E8
HackerUnknown::Release(class HackerDXGIFactory1@24E07528), counter=1, this=24E07528
return HackerDXGIAdapter1 wrapper = 24E071E8
HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@24E071E8) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0
HackerUnknown::Release(class HackerDXGIAdapter1@24E071E8), counter=1, this=24E071E8
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter1@24E071E8) called with GUID: {1D6AD054-FB2F-4000-B3AB-E873A9131A7C}
returns result = 887a0002
failed result = 80004002 for 11F8F154
failed result = 80004002 for 11F8F154
failed result = 80004002 for 11F8F154
failed result = 80004002 for 11F8F154
failed result = 80004002 for 11F8F154
HackerUnknown::AddRef(class HackerDXGIAdapter1@24E071E8), counter=2, this=24E071E8
"As for 3Dmigoto.. I dunno, perhaps it might be a problem with their being condemned to use SDK 8.0 (just *very* random guessing)
Or perhaps.. did you try some newer version? I see a lot changed in this later year."
Bonus: the Helixmod dll loads fine in DX9 mode. But it's useless to me because I need the SBS/TAB shaders that come with 3Dmigoto.
I don't want to give up on this :(. On Windows 7 I didn't need to do anything special to load 3Dmigoto.
@masterotaku: Not enough detail there. No CreateSwapChain, no errors reported.
Since you can get a log, add the unbuffered=1 and debug=1 so we get a complete log.
The idea about it being SDK 8.0 being very random guessing, uh yeah. Could also be that weasels ate the power cord. I mean, it's possible. Just guessing.
@masterotaku: Not enough detail there. No CreateSwapChain, no errors reported.
Since you can get a log, add the unbuffered=1 and debug=1 so we get a complete log.
The idea about it being SDK 8.0 being very random guessing, uh yeah. Could also be that weasels ate the power cord. I mean, it's possible. Just guessing.
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
[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
[code][PresetMenu]
separation = 5.0
convergence = 1.2
[ShaderOverridePresetMenu1]
Hash = psxxxx
Partner = vsxxxx
Preset = Menu
[/code]
Please refer to the wiki for more details: https://github.com/bo3b/3Dmigoto/wiki/Auto-preset-and-scene-detection
Thank bo3b for including and releasing the feature so quickly!
----------- 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
CreateDXGIFactory1 returned factory = 0AB7BA90, result = 0
new HackerDXGIFactory1(class HackerDXGIFactory1@24AF5E10) wrapped 0AB7BA90
HackerDXGIFactory::EnumAdapters(class HackerDXGIFactory1@24AF5E10) adapter 0 requested
created HackerDXGIAdapter wrapper = 0D7A4D50 of 1D233DC0
returns result = 0
HackerDXGIFactory::QueryInterface(class HackerDXGIFactory1@24AF5E10) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}
returns result = 0 for 1695F724
Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1
calling original CreateDXGIFactory1 API
CreateDXGIFactory1 returned factory = 0AB7C698, result = 0
new HackerDXGIFactory1(class HackerDXGIFactory1@24AF5E90) wrapped 0AB7C698
HackerDXGIFactory1::EnumAdapters1(class HackerDXGIFactory1@24AF5E90) adapter 0 requested
created HackerDXGIAdapter1 wrapper = 24AF5FF0 of 1D233670
returns result = 0
HackerUnknown::Release(class HackerDXGIFactory1@24AF5E90), counter=1, this=24AF5E90
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter@0D7A4D50) called with IID: IDXGIAdapter1
created HackerDXGIAdapter1(class HackerDXGIAdapter1@24AF6010) wrapper of 1D233DC0
returns result = 0 for 24AF6010
HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@24AF6010) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0
HackerUnknown::Release(class HackerDXGIAdapter1@24AF6010), counter=1, this=24AF6010
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter@0D7A4D50) called with GUID: {1D6AD054-FB2F-4000-B3AB-E873A9131A7C}
returns result = 887a0002
HackerUnknown::AddRef(class HackerDXGIAdapter@0D7A4D50), counter=2, this=0D7A4D50
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter@0D7A4D50) called with IID: {7ABB6563-02BC-47C4-8EF9-ACC4795EDBCF}
returns result = 0 for 1D233E08
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@0D7A4D50) 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@0D7A4D50), counter=4, this=0D7A4D50
Hooked_CreateDXGIFactory called with riid: IDXGIFactory
calling original CreateDXGIFactory API
CreateDXGIFactory1 returned factory = 0AB7A910, result = 0
new HackerDXGIFactory1(class HackerDXGIFactory1@24AF5ED0) wrapped 0AB7A910
HackerDXGIFactory::EnumAdapters(class HackerDXGIFactory1@24AF5ED0) adapter 0 requested
created HackerDXGIAdapter wrapper = 0D7A4F48 of 1D233A18
returns result = 0
HackerDXGIFactory::QueryInterface(class HackerDXGIFactory1@24AF5ED0) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}
returns result = 0 for 1695F6F8
Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1
calling original CreateDXGIFactory1 API
CreateDXGIFactory1 returned factory = 0AB7AA28, result = 0
new HackerDXGIFactory1(class HackerDXGIFactory1@24AF6050) wrapped 0AB7AA28
HackerDXGIFactory::QueryInterface(class HackerDXGIFactory1@24AF6050) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}
returns result = 0 for 1695F68C
HackerDXGIFactory1::EnumAdapters1(class HackerDXGIFactory1@24AF6050) adapter 0 requested
created HackerDXGIAdapter1 wrapper = 24AF6090 of 1F8FA600
returns result = 0
HackerDXGIAdapter::GetDesc(class HackerDXGIAdapter1@24AF6090) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@24AF6090) called with IID: {645967A4-1392-4310-A798-8053CE3E93FD}
returns result = 0 for 1F8FA600
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@24AF6090) called with IID: IDXGIAdapter1
return HackerDXGIAdapter1 wrapper = 24AF6090
returns result = 0 for 24AF6090
HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@24AF6090) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0
HackerUnknown::Release(class HackerDXGIAdapter1@24AF6090), counter=1, this=24AF6090
HackerUnknown::Release(class HackerDXGIFactory1@24AF6050), counter=1, this=24AF6050
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@24AF6090) called with IID: IDXGIAdapter1
return HackerDXGIAdapter1 wrapper = 24AF6090
returns result = 0 for 24AF6090
HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@24AF6090) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472, flags=0
HackerUnknown::Release(class HackerDXGIAdapter1@24AF6090), counter=1, this=24AF6090
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter1@24AF6090) called with GUID: {1D6AD054-FB2F-4000-B3AB-E873A9131A7C}
returns result = 887a0002
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@24AF6090) called with IID: {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}
failed result = 80004002 for 1695EF44
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@24AF6090) called with IID: {25483823-CD46-4C7D-86CA-47AA95B837BD}
failed result = 80004002 for 1695EF44
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@24AF6090) called with IID: IDXGIFactory2
failed result = 80004002 for 1695EF44
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@24AF6090) called with IID: IDXGIFactory1
failed result = 80004002 for 1695EF44
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@24AF6090) called with IID: IDXGIFactory
failed result = 80004002 for 1695EF44
HackerUnknown::AddRef(class HackerDXGIAdapter1@24AF6090), counter=2, this=24AF6090
Although keep in mind that I'm trying to load the 3Dmigoto dll late, through Kaldaien's d3d9.dll and using it with "d3d9" role. Here is the crash.log from his DLL:
llyzs said:
- New feature for automatic Presets, based on ShaderOverrides
Yesss!!!! By the way, can it be used the opposite way? For example, to use low convergence in Tekken 7 cutscenes, when the battle HUD isn't present. I mean, I know I could force high convergence for battles this way, but I would prefer to have complete control of convergence in battle but automatic convergence in cutscenes (in-battle rage arts would be more difficult or impossible, I think).
Really amazing and excellent new feature llyzs!!! :))
In Outlast 2 i miss this feature...when you select the camera.....probably add there and test this new feture.
Questions: Can you use the feature without the partner? like this
And if is also work only using a VS?
[code][ShaderOverridePresetMenu1]
Hash = psxxxx or vsxxxx
Preset = Menu[/code]
Yes, working! :)
I could enable a low convergence mode in Tekken 7 when the depth of field shader is present.
DHR, I have tried with three options:
- Only PS.
- Only VS.
- Hash for PS and Partner for VS.
All of them worked (the VS wasn't even dumped).
For example (with partner. I put the preset itself above the hotkeys section):
[code]
[PresetDoF]
convergence = 70
transition = 300
transition_type = cosine
release_transition = 300
release_transition_type = cosine
[ShaderOverridePresetCutscene]
Hash = 63fa2c0019a0bd72
Partner = 0a635aa5ad2162be
Preset = DoF
[/code]
[quote="masterotaku"]Yesss!!!! By the way, can it be used the opposite way? For example, to use low convergence in Tekken 7 cutscenes, when the battle HUD isn't present. I mean, I know I could force high convergence for battles this way, but I would prefer to have complete control of convergence in battle but automatic convergence in cutscenes (in-battle rage arts would be more difficult or impossible, I think).
Anyway, I'll experiment with this :).[/quote]
Hmmm... It cannot be used the opposite way, but maybe you can achieve the same effect by setting more automatic preset sections.
[quote="DHR"]Questions: Can you use the feature without the partner? like this
And if is also work only using a VS?[/quote]
Yes of course. The only thing you need to be sure is that that VS is not being used in other scenes where you don't want the preset to be automatically applied.
[quote="lacuna"]Thanks for the new feature, looks promising. It resembles Tridef's autofocus option, does it work like that? [/quote]
It does not quite the same. The Tridef's autofocus seems to be detecting the actual camera in game and adjust accordingly. In fact I am not a fan of this approach, it gives me some headaches. :) The 3Dmigoto's auto preset feature is not that "smart", but on the other hand shader hackers will have more control to what convergence should be applied in what scene.
masterotaku said:Yesss!!!! By the way, can it be used the opposite way? For example, to use low convergence in Tekken 7 cutscenes, when the battle HUD isn't present. I mean, I know I could force high convergence for battles this way, but I would prefer to have complete control of convergence in battle but automatic convergence in cutscenes (in-battle rage arts would be more difficult or impossible, I think).
Anyway, I'll experiment with this :).
Hmmm... It cannot be used the opposite way, but maybe you can achieve the same effect by setting more automatic preset sections.
DHR said:Questions: Can you use the feature without the partner? like this
And if is also work only using a VS?
Yes of course. The only thing you need to be sure is that that VS is not being used in other scenes where you don't want the preset to be automatically applied.
lacuna said:Thanks for the new feature, looks promising. It resembles Tridef's autofocus option, does it work like that?
It does not quite the same. The Tridef's autofocus seems to be detecting the actual camera in game and adjust accordingly. In fact I am not a fan of this approach, it gives me some headaches. :) The 3Dmigoto's auto preset feature is not that "smart", but on the other hand shader hackers will have more control to what convergence should be applied in what scene.
[quote="llyzs"]
Hmmm... It cannot be used the opposite way, but maybe you can achieve the same effect by setting more automatic preset sections.[/quote]
No problem with that :). A condition for depth of field is just what I needed, so I updated the published fix with that.
[quote="Oomek"]Is there any way to feed to a shader some iterative variable or time? I need it as a seed for my noise function.[/quote]
Oomek, I'll be honest with you. Probably not the best approach, but I like to let people know where I stand.
Earlier, you asked a number of very good questions, and made some good suggestions, which mostly DarkStarSword implemented. After you got your pieces running, both DarkStarSword and I strongly encouraged you to open-source your code for other people to learn from and use. You refused. The reasons are irrelevant, the fact is you didn't help the community, you only helped yourself.
That means that your project is dead. Maybe not this week, but after you lose interest, or move on to something else, it will rust until it breaks. No one will be able to fix it, and it will be dead.
That therefore means that all the time DarkStarSword spent implementing things that only you used, and any questions I answered before was all a waste of time.
I mean no offense, but I'm not interested in spending my time helping people that don't help the community in return. If it's not directly related to something that helps 3D it's not something I'm going to put any effort into. DarkStarSword or others are of course free to make their own choices.
To answer your direct question, we don't presently have any mechanism to provide a time stamp or other non-bounded iterator to the shaders.
For doing a seed for a noise function however, does this matter? It seems like you should be able to use a well chosen hard coded seed value, because it doesn't need to be genuinely random.
Oomek said:Is there any way to feed to a shader some iterative variable or time? I need it as a seed for my noise function.
Oomek, I'll be honest with you. Probably not the best approach, but I like to let people know where I stand.
Earlier, you asked a number of very good questions, and made some good suggestions, which mostly DarkStarSword implemented. After you got your pieces running, both DarkStarSword and I strongly encouraged you to open-source your code for other people to learn from and use. You refused. The reasons are irrelevant, the fact is you didn't help the community, you only helped yourself.
That means that your project is dead. Maybe not this week, but after you lose interest, or move on to something else, it will rust until it breaks. No one will be able to fix it, and it will be dead.
That therefore means that all the time DarkStarSword spent implementing things that only you used, and any questions I answered before was all a waste of time.
I mean no offense, but I'm not interested in spending my time helping people that don't help the community in return. If it's not directly related to something that helps 3D it's not something I'm going to put any effort into. DarkStarSword or others are of course free to make their own choices.
To answer your direct question, we don't presently have any mechanism to provide a time stamp or other non-bounded iterator to the shaders.
For doing a seed for a noise function however, does this matter? It seems like you should be able to use a well chosen hard coded seed value, because it doesn't need to be genuinely random.
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
@masterotaku: Regarding the crash with PCSX2. I don't see anything suspicious there, but also am not seeing it fire up normally either.
That's probably not a surprise, the loading sequence is completely bizarre, definitely different than a normal DX11 startup.
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.
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. I would also disable the SBS feature to begin with, because we know it's problematic on Win10 anyway.
@masterotaku: Regarding the crash with PCSX2. I don't see anything suspicious there, but also am not seeing it fire up normally either.
That's probably not a surprise, the loading sequence is completely bizarre, definitely different than a normal DX11 startup.
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.
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. I would also disable the SBS feature to begin with, because we know it's problematic on Win10 anyway.
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
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.
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.
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.
EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64
1- Used the "d3d9.dll" and "d3d9.ini" from my PCSX2 mod (https://s3.amazonaws.com/masterotaku/PCSX2/PCSX2_3D_Vision_2017-03-17.7z) and the latest 3Dmigoto release build.
2- Renamed "d3d11.dll" to "visiond3d11.dll".
3- Edited "d3d9.ini" and added:
4- Now I booted a game (after making sure GSdx is in DX11 mode), paused the emulator with the escape key and opened the GSdx config (necessary to load the "d3d9.dll"). This is when the emulator crashed, with the sound effect of Kaldaien's SpecialK crashing.
I also tried the dxgi and hook options to no avail.
Log file:
Here (http://forums.pcsx2.net/Thread-Microstutter-when-in-fullspeed?page=6) someone told me:
"As for 3Dmigoto.. I dunno, perhaps it might be a problem with their being condemned to use SDK 8.0 (just *very* random guessing)
Or perhaps.. did you try some newer version? I see a lot changed in this later year."
Bonus: the Helixmod dll loads fine in DX9 mode. But it's useless to me because I need the SBS/TAB shaders that come with 3Dmigoto.
I don't want to give up on this :(. On Windows 7 I didn't need to do anything special to load 3Dmigoto.
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
Since you can get a log, add the unbuffered=1 and debug=1 so we get a complete log.
The idea about it being SDK 8.0 being very random guessing, uh yeah. Could also be that weasels ate the power cord. I mean, it's possible. Just guessing.
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
EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64
https://github.com/bo3b/3Dmigoto/releases
- New feature for automatic Presets, based on ShaderOverrides
Please refer to the wiki for more details: https://github.com/bo3b/3Dmigoto/wiki/Auto-preset-and-scene-detection
Thank bo3b for including and releasing the feature so quickly!
Done:
Although keep in mind that I'm trying to load the 3Dmigoto dll late, through Kaldaien's d3d9.dll and using it with "d3d9" role. Here is the crash.log from his DLL:
d3d9.log:
preloads.log:
Yesss!!!! By the way, can it be used the opposite way? For example, to use low convergence in Tekken 7 cutscenes, when the battle HUD isn't present. I mean, I know I could force high convergence for battles this way, but I would prefer to have complete control of convergence in battle but automatic convergence in cutscenes (in-battle rage arts would be more difficult or impossible, I think).
Anyway, I'll experiment with this :).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
In Outlast 2 i miss this feature...when you select the camera.....probably add there and test this new feture.
Questions: Can you use the feature without the partner? like this
And if is also work only using a VS?
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z
I could enable a low convergence mode in Tekken 7 when the depth of field shader is present.
DHR, I have tried with three options:
- Only PS.
- Only VS.
- Hash for PS and Partner for VS.
All of them worked (the VS wasn't even dumped).
For example (with partner. I put the preset itself above the hotkeys section):
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
Thanks for trying so quickly and share your results.
This is GREAT!!! thanks a lot llyzs!!
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Hmmm... It cannot be used the opposite way, but maybe you can achieve the same effect by setting more automatic preset sections.
Yes of course. The only thing you need to be sure is that that VS is not being used in other scenes where you don't want the preset to be automatically applied.
It does not quite the same. The Tridef's autofocus seems to be detecting the actual camera in game and adjust accordingly. In fact I am not a fan of this approach, it gives me some headaches. :) The 3Dmigoto's auto preset feature is not that "smart", but on the other hand shader hackers will have more control to what convergence should be applied in what scene.
No problem with that :). A condition for depth of field is just what I needed, so I updated the published fix with that.
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
Oomek, I'll be honest with you. Probably not the best approach, but I like to let people know where I stand.
Earlier, you asked a number of very good questions, and made some good suggestions, which mostly DarkStarSword implemented. After you got your pieces running, both DarkStarSword and I strongly encouraged you to open-source your code for other people to learn from and use. You refused. The reasons are irrelevant, the fact is you didn't help the community, you only helped yourself.
That means that your project is dead. Maybe not this week, but after you lose interest, or move on to something else, it will rust until it breaks. No one will be able to fix it, and it will be dead.
That therefore means that all the time DarkStarSword spent implementing things that only you used, and any questions I answered before was all a waste of time.
I mean no offense, but I'm not interested in spending my time helping people that don't help the community in return. If it's not directly related to something that helps 3D it's not something I'm going to put any effort into. DarkStarSword or others are of course free to make their own choices.
To answer your direct question, we don't presently have any mechanism to provide a time stamp or other non-bounded iterator to the shaders.
For doing a seed for a noise function however, does this matter? It seems like you should be able to use a well chosen hard coded seed value, because it doesn't need to be genuinely random.
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
That's probably not a surprise, the loading sequence is completely bizarre, definitely different than a normal DX11 startup.
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.
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. I would also disable the SBS feature to begin with, because we know it's problematic on Win10 anyway.
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
Regarding the noise. It is pseudo random 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.
EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64