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HQDOF not working


niektb
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I noticed that the HQDOF shader is not working correctly:

ERROR: Failed to compile shader 'shaders/glsl/hqdof.fs': 0(69) : warning C7583: Initialization of uniform variables requires #version 120 or later 0(122) : warning C7011: implicit cast from "int" to "float" 0(207) : warning C7011: implicit cast from "int" to "float" 0(207) : warning C7011: implicit cast from "int" to "float" 0(221) : warning C7011: implicit cast from "int" to "float" 0(221) : warning C7011: implicit cast from "int" to "float" 0(221) : warning C7011: implicit cast from "int" to "float" 0(225) : warning C7011: implicit cast from "int" to "float" 0(231) : warning C7011: implicit cast from "int" to "float" 0(236) : warning C7011: implicit cast from "int" to "float" 0(236) : warning C7011: implicit cast from "int" to "float" 0(275) : warning C7011: implicit cast from "int" to "float" 0(276) : warning C7011: implicit cast from "int" to "float" 0(278) : warning C7011: implicit cast from "int" to "float" 0(279) : warning C7011: implicit cast from "int" to "float" 0(291) : warning C7011: implicit cast fr...

I'm running the latest NVidia drivers on both a GeForce 610M and a GTS450. (Windows 8 and Windows XP in sequence) Does someone have any thoughts on this?

Adding

#version 120

to the file gives another bunch of errors.

Edited by niektb
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Hi, can one of you apply the following patch:

attachicon.giffix-hqdof-error.patch

and see if that fixes it?

Applied patch (after some finagling), got this error:

ERROR: Failed to compile shader 'shaders/glsl/hqdof.fs': 0(122) : warning C7011: implicit cast from "int" to "float" 0(207) : warning C7011: implicit cast from "int" to "float" 0(207) : warning C7011: implicit cast from "int" to "float" 0(221) : warning C7011: implicit cast from "int" to "float" 0(221) : warning C7011: implicit cast from "int" to "float" 0(221) : warning C7011: implicit cast from "int" to "float" 0(225) : warning C7011: implicit cast from "int" to "float" 0(231) : warning C7011: implicit cast from "int" to "float" 0(236) : warning C7011: implicit cast from "int" to "float" 0(236) : warning C7011: implicit cast from "int" to "float" 0(275) : warning C7011: implicit cast from "int" to "float" 0(276) : warning C7011: implicit cast from "int" to "float" 0(278) : warning C7011: implicit cast from "int" to "float" 0(279) : warning C7011: implicit cast from "int" to "float" 0(291) : warning C7011: implicit cast from "int" to "float" 0(296) : warning C7011: implicit cast from "int" to "float" 0(296) : w...

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There's a ticket for this bug but I never looked into it until now :)http://trac.wildfiregames.com/ticket/2111

I want to know what is HQDOF? Thank you! :lol2::stinker:

High Quality Depth of Field, it's a post-processing effect that requires GLSL shaders. You can try it out in Atlas, on the environment tab under "Post effect", if you have all the fancy graphics settings enabled.
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Found 2 more implicit casts at line 312 (in the latest WIP patch)

float weight = clamp(depthweight + sampleblur, 0, 1);

Should be:

float weight = clamp(depthweight + sampleblur, 0.0, 1.0);

Furthermore at line 302 it breaks at calling a non-function:

vec3 samplecoloradd = color(samplecoord,blur)*mix(1.0,float(i)/float(rings),bias);

Not sure how to fix this error.

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Found 2 more implicit casts at line 312 (in the latest WIP patch)

float weight = clamp(depthweight + sampleblur, 0, 1);
Should be:

float weight = clamp(depthweight + sampleblur, 0.0, 1.0);
Furthermore at line 302 it breaks at calling a non-function:

vec3 samplecoloradd = color(samplecoord,blur)*mix(1.0,float(i)/float(rings),bias);
Not sure how to fix this error.

Thanks for more testing :) It probably doesn't like that there's a local variable there called 'color' and also a function, maybe some shader compilers can handle that.

fix-hqdof-error.patch

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historic_bruno, My, friend! I have a GTX650 graphics card, I chose "Prefer GLSL" in the option, but when entering the game, the game crashes if I do not choose this option, start the game, the game does not crash. :unknw::unknw::unknw:

Does that option also set "gentangents=true"? As far as I know, that option is still required for preferglsl to work. http://trac.wildfiregames.com/wiki/Manual_Settings#AdvancedgraphicsGLSLonly
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Is set in this file do?

data\config\default.cfg

C:\Users\JohnDoe\AppData\Roaming\0ad\config

At that place you should create a local.cfg in which you paste the prefered lines.

Mine reads this:

waterfoam = truewatercoastalwaves = truewatershadows = trueshowsky = true;;;;; EXPERIMENTAL ;;;;;; Prefer GLSL shaders over ARB shaders (not recommended). REQUIRES gentangents=true.preferglsl = true; Generate tangents for normal and parallax mapping. REQUIRES preferglsl=true.gentangents = true; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own riskgpuskinning = false; Use smooth LOS interpolation; REQUIRES preferglsl=true.smoothlos = false; Use screen-space postprocessing filters (HDR, bloom, DOF, etc). Incompatible with fixed renderpath.postproc = truematerialmgr.quality = 10.0
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Sorry for the delay:

The signature from Windows 8:

Problem signature:
Problem Event Name: APPCRASH
Application Name: pyrogenesis.exe
Application Version: 0.0.0.0
Application Timestamp: 531bb5a1
Fault Module Name: nvoglv32.DLL
Fault Module Version: 9.18.13.3523
Fault Module Timestamp: 5315b3b9
Exception Code: c0000005
Exception Offset: 00308996
OS Version: 6.3.9600.2.0.0.768.101
Locale ID: 2057
Additional Information 1: 5861
Additional Information 2: 5861822e1919d7c014bbb064c64908b2
Additional Information 3: 80a7
Additional Information 4: 80a7ccd5015bce3d41120fe057d4f98f

Googling tells me that nvoglv32.dll is from NVidia, that explains why it doesn't happen with your AMD card.

The mainlog gives 3 warnings, not related to HQDOF though:

Info when linking program 'shaders/glsl/model_common.vs'+'shaders/glsl/solid_tex.fs': Vertex info ----------- 0(120) : warning C7050: "cosVec.w" might be used before being initialized
Info when linking program 'shaders/glsl/model_common.vs'+'shaders/glsl/model_common.fs': Vertex info ----------- 0(120) : warning C7050: "cosVec.w" might be used before being initialized
Info when linking program 'shaders/glsl/model_common.vs'+'shaders/glsl/model_common.fs': Vertex info ----------- 0(120) : warning C7050: "cosVec.w" might be used before being initialized

The interesting log is empty, no crashdump is created.

System_info.txt:

(generated 2014-03-14 08:01:56 UTC)

OS : Windows (6.3.9200)
CPU : x86, Intel Core i5-3230M @ 2.60GHz (1x2x2), 2.59 GHz
Memory : 5582 MiB; 3391 MiB free
Graphics Card : NVIDIA GeForce 610M/PCIe/SSE2
OpenGL Drivers : 4.4.0; nvoglv64.dll (9.18.13.3523), nvoglv32.dll (9.18.13.3523)
Video Mode : 1366x768:32
Sound Card : Intel® Display Audio; NVIDIA Virtual Audio Device (Wave Extensible) (WDM); Realtek High Definition Audio;
Sound Drivers :

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SMBIOS:

[bios]
vendor: "American Megatrends Inc."
version: "K55VD.406"
startSegment: F000
releaseDate: "11/09/2012"
flags: pci|upgradable|shadowing|boot_cd|selectable_boot|socketed_rom|edd|int13d|int13e|int13f|int5|int9|int14|int17
vendorFlags: 1
flags1: acpi|usb_legacy|smart_battery
flags2: bios_boot|targeted_content_distribution|uefi
size: 6 MiB

[system]
manufacturer: "ASUSTeK COMPUTER INC."
productName: "K55VD"
version: "1.0"
serialNumber: "CCN0CV41055352B"
uuid0: 81E24E58102CDB80
uuid1: DB12146E6008B939
wakeUpType: power_switch
skuNumber: "ASUS-NotebookSKU"
family: "K"

[baseboard]
manufacturer: "ASUSTeK COMPUTER INC."
product: "K55VD"
version: "1.0"
serialNumber: "BSN12345678901234567"
assetTag: "ATN12345678901234567"
flags: motherboard|replaceable
location: "MIDDLE"
hChassis: 3
type: motherboard

[Chassis]
manufacturer: "ASUSTeK COMPUTER INC."
type: notebook
version: "1.0"
serialNumber: "CCN0CV41055352B"
assetTag: "No Asset Tag"
state: ok
powerState: ok
thermalState: ok
securityStatus: none
numPowerCords: 1

[Processor]
socket: "SOCKET 0"
type: CPU
family: 205
manufacturer: "Intel® Corporation"
id: BFEBFBFF000306A9
version: "Intel® Core i5-3230M CPU @ 2.60GHz"
voltage: 33 dV
externalClockFrequency: 100 MHz
maxFrequency: 3800 MHz
bootFrequency: 2600 MHz
status: enabled
upgrade: socket_988b
hL1: 9
hL2: 8
hL3: 10
assetTag: "Fill By OEM"
partNumber: "Fill By OEM"
coresPerPackage: 2
enabledCores: 2
logicalPerPackage: 4
flags: x64
family2: 205
populated: true

[Cache]
designation: "CPU Internal L2"
configuration: enabled
supportedFlags: unknown
currentFlags: unknown
ecc: multiple_bit
type: unified
associativity: A8
level: 2
location: internal
mode: write_through
maxSize: 512 KiB
installedSize: 512 KiB

[Cache]
designation: "CPU Internal L1"
configuration: enabled
supportedFlags: unknown
currentFlags: unknown
ecc: parity
type: data
associativity: A8
level: 1
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mode: write_through
maxSize: 128 KiB
installedSize: 128 KiB

[Cache]
designation: "CPU Internal L3"
configuration: enabled
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mode: write_back
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[OnBoardDevices]
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description: " VGA"
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[MemoryArray]
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use: system
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maxCapacity: 32 GiB

[MemoryDevice]
hMemoryArray: 11
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dataWidth: 64 bits
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type: DDR3
typeFlags: synchronous
speed: 1600 MHz
manufacturer: "Kingston"
serialNumber: "E53C6677"
assetTag: "9876543210"
partNumber: "ASU1600S11-4G-EDEG"
configuredSpeed: 1600 MHz
size: 4 GiB
rank: 2

[MemoryDevice]
hMemoryArray: 11
formFactor: DIMM
locator: "ChannelA-DIMM1"
bank: "BANK 1"
type: unknown
manufacturer: "[Empty]"
serialNumber: "[Empty]"
assetTag: "9876543210"
partNumber: "[Empty]"

[MemoryDevice]
hMemoryArray: 11
totalWidth: 64 bits
dataWidth: 64 bits
formFactor: SODIMM
locator: "ChannelB-DIMM0"
bank: "BANK 2"
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partNumber: "SSZ302G08-GGNHC"
configuredSpeed: 1600 MHz
size: 2 GiB
rank: 1

[MemoryDevice]
hMemoryArray: 11
formFactor: DIMM
locator: "ChannelB-DIMM1"
bank: "BANK 3"
type: unknown
manufacturer: "[Empty]"
serialNumber: "[Empty]"
assetTag: "9876543210"
partNumber: "[Empty]"

[MemoryArrayMappedAddress]
hMemoryArray: 11
partitionWidth: 4
endAddress: 17FFFFC00

[MemoryDeviceMappedAddress]
hMemoryDevice: 13
hMemoryArrayMappedAddress: 19
interleavePosition: 1
interleavedDataDepth: 2
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[MemoryDeviceMappedAddress]
hMemoryDevice: 16
hMemoryArrayMappedAddress: 19
interleavePosition: 2
interleavedDataDepth: 2
startAddress: 100000000
endAddress: 17FFFFC00

[systemBoot]
status: no_error

commands.txt is empty.

Edited by niektb
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Yeah, at this point I need to know if anyone else gets the crash after applying the patch. Another thing that might help is to get the call stack when it crashes, using debugging techniques described here. IF it occurs in the shader program itself, that sounds like a driver bug, if it's in the game code, maybe the call stack will show something we can fix.

Alternatively, if someone knows a lot about GLSL shaders and can check my patch for mistakes, that would be good :)

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With GDebugger the game freezes with this at screen:

VmrZeP6.png

Second chance exception reads this:

Second Chance Exception
Event Properties
Reason
Access violation
Address
0x6c2a8996
Details
The thread tried to read from or write to a virtual address to which it does not have access.
Edited by niektb
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Any chance that it's working correctly and your GC just can't handle it?

edit: mmh, seems unlikely for your 610M

Edit2: I've uploaded a different patch, that fixes the issue for me and I wonder if the "#version 120" at the top could make a difference.

It happens too at a GTS450 so I think the GC isn't the problem indeed.
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Any chance that it's working correctly and your GC just can't handle it?

edit: mmh, seems unlikely for your 610M

Edit2: I've uploaded a different patch, that fixes the issue for me and I wonder if the "#version 120" at the top could make a difference.

From what version should I apply the patch? (From Bruno's latest patch or the svn?)

Edited by niektb
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Now, it doesn't crash but the errors are far from fixed. :scratch_one-s_head:

Log:

ERROR: Failed to compile shader 'shaders/glsl/hqdof.fs': 0(303) : error C1105: cannot call a non-function 0(303) : error C1101: ambiguous overloaded function reference "mix(float, int, float)" (0) : gp5 superp vec4 mix(superp vec4, superp vec4, superp float) (0) : gp5 superp vec3 mix(superp vec3, superp vec3, superp float) (0) : gp5 superp vec2 mix(superp vec2, superp vec2, superp float) (0) : gp5 superp vec1 mix(superp vec1, superp vec1, superp float) (0) : gp5 superp float mix(superp float, superp float, superp float) (0) : lowp vec4 mix(lowp vec4, lowp vec4, lowp float) (0) : lowp vec3 mix(lowp vec3, lowp vec3, lowp float) (0) : lowp vec2 mix(lowp vec2, lowp vec2, lowp float) (0) : lowp float mix(lowp float, lowp float, lowp float) (0) : mediump vec4 mix(mediump vec4, mediump vec4, mediump float) (0) : mediump vec3 mix(mediump vec3, mediump vec3, mediump float) (0) : mediump vec2 mix(mediump vec2, mediump vec2, mediump float) (0) : mediump float mix(mediump ...

But it is possible that it is working on your HD3000 (My HD4000 runs it fine, without errors).

Edited by niektb
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