Asmodean





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Joined: Aug 2011 (11-05-2014, 08:52 AM) skid Wrote: Thanks for updating the shader, Asmodean. Is the shader nvidia-only? I am getting this error:



Quote: Failed to compile pixel shader!

This usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.



If you're sure this is Dolphin's error anyway, post the contents of /User/Dump/bad_ps_0000.txt along with this error message at the forums.



Debug info (ATI Technologies Inc., AMD Radeon R9 200 Series, 4.4.12967 Compatibility Profile Context 14.200.1004.0):

Fragment shader failed to compile with the following errors:

WARNING: 1:98: warning(#62) enable/warn/disable extension is not found. Extension "GL_NV_gpu_shader5" is not supported

ERROR: 1:677: error(#160) Cannot convert from: "3-component vector of vec3" to: "highp float"

ERROR: error(#273) 1 compilation errors. No code generated

A conversion error that the NV compiler overlooked. Either the NV compiler is too lax, or the AMD one is too strict with their SL. Can you try the attached version below please, and let me know. The Dolphin ps debug error line # output is off by ~22 lines each time. It can make debugging shaders of this size, quite finicky ;p



I'll try use a cross compiler, but considering the size of this shader, it probably won't let me. I'll need both AMD & NV feedback as I continue to update effects. Considering when finished, the shader will be roughly ~2000+ lines or so.



(11-05-2014, 09:01 AM) kirbypuff Wrote: @skid: Try with the latest OpenGL driver for AMD GPUs (4.4-13179) and see if it supports that extension. Just download the latest OpenCL2 Beta driver, unpack the installer, extract the two OpenGL DLLs and use them instead of the current ones.



EDIT: Nope. GL_NV_gpu_shader5 is not suppoted on AMD GPUs, but GL_ARB_gpu_shader5 is.

It wasn't the extension, that's just a warning. The FXAA version I'm using requires GL_ARB_gpu_shader5 (or version 400). I had the NV one in for testing something else. It's removed now.



Removed attachment to avoid confusion A conversion error that the NV compiler overlooked. Either the NV compiler is too lax, or the AMD one is too strict with their SL. Can you try the attached version below please, and let me know. The Dolphin ps debug error line # output is off by ~22 lines each time. It can make debugging shaders of this size, quite finicky ;pI'll try use a cross compiler, but considering the size of this shader, it probably won't let me. I'll need both AMD & NV feedback as I continue to update effects. Considering when finished, the shader will be roughly ~2000+ lines or so.It wasn't the extension, that's just a warning. The FXAA version I'm using requires GL_ARB_gpu_shader5 (or version 400). I had the NV one in for testing something else. It's removed now. Find Reply skid





skidau / skid_au Posts: 1,991

Threads: 8

Joined: Aug 2009 (11-05-2014, 03:19 PM) Asmodean Wrote: Can you try the attached version below please, and let me know. The Dolphin ps debug error line # output is off by ~22 lines each time. It can make debugging shaders of this size, quite finicky ;p

Yes, this version works without error. Thank you. Yes, this version works without error. Thank you. Find Reply Ramoth





Member Posts: 139

Threads: 0

Joined: Jul 2014 (11-05-2014, 03:19 PM) Asmodean Wrote: (11-05-2014, 08:52 AM) skid Wrote: Thanks for updating the shader, Asmodean. Is the shader nvidia-only? I am getting this error:



Quote: Failed to compile pixel shader!

This usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.



If you're sure this is Dolphin's error anyway, post the contents of /User/Dump/bad_ps_0000.txt along with this error message at the forums.



Debug info (ATI Technologies Inc., AMD Radeon R9 200 Series, 4.4.12967 Compatibility Profile Context 14.200.1004.0):

Fragment shader failed to compile with the following errors:

WARNING: 1:98: warning(#62) enable/warn/disable extension is not found. Extension "GL_NV_gpu_shader5" is not supported

ERROR: 1:677: error(#160) Cannot convert from: "3-component vector of vec3" to: "highp float"

ERROR: error(#273) 1 compilation errors. No code generated

A conversion error that the NV compiler overlooked. Either the NV compiler is too lax, or the AMD one is too strict with their SL. Can you try the attached version below please, and let me know. The Dolphin ps debug error line # output is off by ~22 lines each time. It can make debugging shaders of this size, quite finicky ;p



I'll try use a cross compiler, but considering the size of this shader, it probably won't let me. I'll need both AMD & NV feedback as I continue to update effects. Considering when finished, the shader will be roughly ~2000+ lines or so.



(11-05-2014, 09:01 AM) kirbypuff Wrote: @skid: Try with the latest OpenGL driver for AMD GPUs (4.4-13179) and see if it supports that extension. Just download the latest OpenCL2 Beta driver, unpack the installer, extract the two OpenGL DLLs and use them instead of the current ones.



EDIT: Nope. GL_NV_gpu_shader5 is not suppoted on AMD GPUs, but GL_ARB_gpu_shader5 is.

It wasn't the extension, that's just a warning. The FXAA version I'm using requires GL_ARB_gpu_shader5 (or version 400). I had the NV one in for testing something else. It's removed now. I have a question there is a pull request on Github which adds support for TextureGather and GLSL 4.00, can it allow for even more advanced shaders when it will be merged ? My second question is: Is some kind of a Global Illumination or at least Ambient Occlusion shader possible ? Also XBR shader for low resolution 2D and pre-rendered backgrounds would be nice.

Here is this pull-request I have a question there is a pull request on Github which adds support for TextureGather and GLSL 4.00, can it allow for even more advanced shaders when it will be merged ? My second question is: Is some kind of a Global Illumination or at least Ambient Occlusion shader possible ? Also XBR shader for low resolution 2D and pre-rendered backgrounds would be nice.Here is this pull-request https://github.com/dolphin-emu/dolphin/pull/1259 Find Reply Asmodean





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Threads: 4

Joined: Aug 2011 (11-05-2014, 08:04 PM) Ramoth Wrote: I have a question there is a pull request on Github which adds support for TextureGather and GLSL 4.00, can it allow for even more advanced shaders when it will be merged ?

That would totally depend on the type of shader. and it's dependences. Generally speaking, yes it would - for specific features/less extensions.



(11-05-2014, 08:04 PM) Ramoth Wrote: My second question is: Is some kind of a Global Illumination or at least Ambient Occlusion shader possible ? Also XBR shader for low resolution 2D and pre-rendered backgrounds would be nice.

Here is this pull-request https://github.com/dolphin-emu/dolphin/pull/1259

I'm not sure if you completely understand what you're asking for here ;p Global Illumination is quite advanced, in terms of the required info (specific textures, lighting info for WVP matrices, etc) . Both SSGI, and SSAO/AO would require various hacks, and more info passed from renderer to even attempt to implement them. Strictly speaking, I'm only working with colour here (i.e. pixel shader).



xBR is simple to implement, but it requires vertex manipulation, and dolphin's post-processing vertex shader is compiled as string, internally. That would totally depend on the type of shader. and it's dependences. Generally speaking, yes it would - for specific features/less extensions.I'm not sure if you completely understand what you're asking for here ;p Global Illumination is quite advanced, in terms of the required info. Both SSGI, and SSAO/AO would require various hacks, and more info passed from renderer to even attempt to implement them. Strictly speaking, I'm only working with colour here (i.e. pixel shader).xBR is simple to implement, but it requires vertex manipulation, and dolphin's post-processing vertex shader is compiled as string, internally. Find Reply Sonicadvance1





Professional Hand Holder Posts: 717

Threads: 15

Joined: Jan 2013 One of the main things that I have been wanting to add to the Pew Pew system is adding depth information to the shaders.

Due to some recent changes to how the PP system works in the backend, this change has actually gotten easier to do and it would take less time to implement and with less terrible hacks.

Hopefully in the future I'll implement this. Find Reply Asmodean





★( ｀_´)乂(｀_´ )★ Posts: 104

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Joined: Aug 2011

It's a bit rough around the edges, and the sliders are a bit glitchy lol, but it works well enough. The real-time param adjustment is nice ^^



Quoting Update post to avoid confusion.



(11-05-2014, 02:17 AM) Asmodean Wrote: I'm in the process of rewriting this effect suite at the moment. Updating it for latest builds & GUI functionality etc.



I've attached a test version below. It doesn't have all effects yet. So far, I've recoded the following;



FXAA

Lanzcos Scaling

Bicubic Scaling

Blended Bloom

Scene Tone Mapping

Colour Correction

Filmic Cross Processing

Gamma Correction

Texture Unsharp Mask

Pixel Vibrance



If people want to download the version below, and try out the GUI options and all that, and let me know if everything's working as intended. Would be great. (You can adjust the settings in real-time during gameplay)



I'll continue updating as I finish off the remaining effects.



#EDIT: I might as well mention the remaining effects, that I'm still working on also. They currently are;



Local Contrast Adjustment,

Colour Grading

PX Cel Shading

Bilinear, Bicubic, Gaussian FS Filtering

CRT Scan Lines

Vignette

Sub-Pixel Dithering

Film Grain



I can also take requests.

Updated the shader, and added two (Bicubic & Lanzcos) scaling filters for upscaling/downsampling.



Dolphin doesn't seem to like scalar filters much. They seem to work best at fractional resolutions. It needs some external testing. So, please provide feedback.



Link: Nice work on the PP rework btw. It was a pretty creative solution to people's apparent text-file-phobia ;pIt's a bit rough around the edges, and the sliders are a bit glitchy lol, but it works well enough. The real-time param adjustment is nice ^^Quoting Update post to avoid confusion.Updated the shader, and added two (Bicubic & Lanzcos) scaling filters for upscaling/downsampling.Dolphin doesn't seem to like scalar filters much. They seem to work best at fractional resolutions. It needs some external testing. So, please provide feedback.Link: DolphinFX 2.00-WIP Find Reply schiaritijc





Junior Member Posts: 23

Threads: 0

Joined: Oct 2014 This error appears when I try to run a game, maybe because I have old video drivers installed? (Catalyst 13.4)



Attached Files Thumbnail(s)



Find Reply Asmodean





★( ｀_´)乂(｀_´ )★ Posts: 104

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Joined: Aug 2011



------

btw, I can only assume it's working as intended for people, when there's no feedback. What version of Dolphin are you using?. Those errors would suggest, you're using an old build from before the post-processing changes. Go get the latest dev build , and try again.------ Find Reply Ramoth





Member Posts: 139

Threads: 0

Joined: Jul 2014 (11-06-2014, 04:19 AM) Sonicadvance1 Wrote: One of the main things that I have been wanting to add to the Pew Pew system is adding depth information to the shaders.

Due to some recent changes to how the PP system works in the backend, this change has actually gotten easier to do and it would take less time to implement and with less terrible hacks.

Hopefully in the future I'll implement this. This is great with depth xbr and many more advanced shaders should be possible but what is happening with this pull request This is great with depth xbr and many more advanced shaders should be possible but what is happening with this pull request https://github.com/dolphin-emu/dolphin/pull/1259 . Will it be merged ? Asmodean is in the process of rewriting shaders so I think it would be nice if he could utilise GLSL 4.00. Find Reply masterotaku





Picky 3D user Posts: 553

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Joined: Aug 2013





If I ignore the error, I get this in the FXAA part:





If I try to start a game:





My GPU is a Nvidia 760, with 344.60 drivers. I'm using the latest build (4069 at the moment) and I get this error when I try to open the config of the shader:If I ignore the error, I get this in the FXAA part:If I try to start a game:My GPU is a Nvidia 760, with 344.60 drivers. CPU: Intel Core i5 4670k @ 4.4GHz

GPU: GAINWARD GeForce GTX 1080 Phoenix "GLH"

RAM: G.SKILL Ripjaws X DDR3 16GB 1600MHz CL7

OS: Windows 7 Ultimate x64 Find Reply