niektb Posted March 8, 2014 Report Share Posted March 8, 2014 (edited) 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 March 8, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted March 8, 2014 Report Share Posted March 8, 2014 Confirmed. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted March 8, 2014 Report Share Posted March 8, 2014 Hi, can one of you apply the following patch: fix-hqdof-error.patch and see if that fixes it? Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted March 8, 2014 Report Share Posted March 8, 2014 Hi, can one of you apply the following patch:fix-hqdof-error.patchand 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... Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted March 9, 2014 Report Share Posted March 9, 2014 Thanks! It seems your drivers are very strict now. Here's an updated patch to test: fix-hqdof-error.patch Quote Link to comment Share on other sites More sharing options...
gameboy Posted March 9, 2014 Report Share Posted March 9, 2014 I want to know what is HQDOF? Thank you! Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted March 9, 2014 Report Share Posted March 9, 2014 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! 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. 2 Quote Link to comment Share on other sites More sharing options...
gameboy Posted March 9, 2014 Report Share Posted March 9, 2014 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. Quote Link to comment Share on other sites More sharing options...
niektb Posted March 9, 2014 Author Report Share Posted March 9, 2014 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. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted March 9, 2014 Report Share Posted March 9, 2014 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 Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted March 9, 2014 Report Share Posted March 9, 2014 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. 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 Quote Link to comment Share on other sites More sharing options...
gameboy Posted March 10, 2014 Report Share Posted March 10, 2014 Is set in this file do?data\config\default.cfg Quote Link to comment Share on other sites More sharing options...
niektb Posted March 10, 2014 Author Report Share Posted March 10, 2014 Is set in this file do?data\config\default.cfg C:\Users\JohnDoe\AppData\Roaming\0ad\configAt 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 Quote Link to comment Share on other sites More sharing options...
niektb Posted March 10, 2014 Author Report Share Posted March 10, 2014 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.patchyour latest patch crashes the game without warning. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted March 10, 2014 Report Share Posted March 10, 2014 That's odd, it worked locally (Radeon HD 6850 - Win 7/64). Do the logs contain any errors? Quote Link to comment Share on other sites More sharing options...
niektb Posted March 14, 2014 Author Report Share Posted March 14, 2014 (edited) Sorry for the delay:The signature from Windows 8:Problem signature:Problem Event Name: APPCRASHApplication Name: pyrogenesis.exeApplication Version: 0.0.0.0Application Timestamp: 531bb5a1Fault Module Name: nvoglv32.DLLFault Module Version: 9.18.13.3523Fault Module Timestamp: 5315b3b9Exception Code: c0000005Exception Offset: 00308996OS Version: 6.3.9600.2.0.0.768.101Locale ID: 2057Additional Information 1: 5861Additional Information 2: 5861822e1919d7c014bbb064c64908b2Additional Information 3: 80a7Additional Information 4: 80a7ccd5015bce3d41120fe057d4f98fGoogling 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 initializedInfo 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 initializedInfo 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 initializedThe 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 GHzMemory : 5582 MiB; 3391 MiB freeGraphics Card : NVIDIA GeForce 610M/PCIe/SSE2OpenGL Drivers : 4.4.0; nvoglv64.dll (9.18.13.3523), nvoglv32.dll (9.18.13.3523)Video Mode : 1366x768:32Sound Card : Intel® Display Audio; NVIDIA Virtual Audio Device (Wave Extensible) (WDM); Realtek High Definition Audio;Sound Drivers :OpenGL 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"American Megatrends Inc."version: "K55VD.406"startSegment: F000releaseDate: "11/09/2012"flags: pci|upgradable|shadowing|boot_cd|selectable_boot|socketed_rom|edd|int13d|int13e|int13f|int5|int9|int14|int17vendorFlags: 1flags1: acpi|usb_legacy|smart_batteryflags2: bios_boot|targeted_content_distribution|uefisize: 6 MiB[system]manufacturer: "ASUSTeK COMPUTER INC."productName: "K55VD"version: "1.0"serialNumber: "CCN0CV41055352B"uuid0: 81E24E58102CDB80uuid1: DB12146E6008B939wakeUpType: power_switchskuNumber: "ASUS-NotebookSKU"family: "K"[baseboard]manufacturer: "ASUSTeK COMPUTER INC."product: "K55VD"version: "1.0"serialNumber: "BSN12345678901234567"assetTag: "ATN12345678901234567"flags: motherboard|replaceablelocation: "MIDDLE"hChassis: 3type: motherboard[Chassis]manufacturer: "ASUSTeK COMPUTER INC."type: notebookversion: "1.0"serialNumber: "CCN0CV41055352B"assetTag: "No Asset Tag"state: okpowerState: okthermalState: oksecurityStatus: nonenumPowerCords: 1[Processor]socket: "SOCKET 0"type: CPUfamily: 205manufacturer: "Intel® Corporation"id: BFEBFBFF000306A9version: "Intel® Core i5-3230M CPU @ 2.60GHz"voltage: 33 dVexternalClockFrequency: 100 MHzmaxFrequency: 3800 MHzbootFrequency: 2600 MHzstatus: enabledupgrade: socket_988bhL1: 9hL2: 8hL3: 10assetTag: "Fill By OEM"partNumber: "Fill By OEM"coresPerPackage: 2enabledCores: 2logicalPerPackage: 4flags: x64family2: 205populated: true[Cache]designation: "CPU Internal L2"configuration: enabledsupportedFlags: unknowncurrentFlags: unknownecc: multiple_bittype: unifiedassociativity: A8level: 2location: internalmode: write_throughmaxSize: 512 KiBinstalledSize: 512 KiB[Cache]designation: "CPU Internal L1"configuration: enabledsupportedFlags: unknowncurrentFlags: unknownecc: paritytype: dataassociativity: A8level: 1location: internalmode: write_throughmaxSize: 128 KiBinstalledSize: 128 KiB[Cache]designation: "CPU Internal L3"configuration: enabledsupportedFlags: unknowncurrentFlags: unknownecc: multiple_bittype: unifiedassociativity: A12level: 3location: internalmode: write_backmaxSize: 3 MiBinstalledSize: 3 MiB[OnBoardDevices]type: videodescription: " VGA"enabled: true[MemoryArray]location: motherboarduse: systemecc: nonenumDevices: 4maxCapacity: 32 GiB[MemoryDevice]hMemoryArray: 11totalWidth: 64 bitsdataWidth: 64 bitsformFactor: SODIMMlocator: "ChannelA-DIMM0"bank: "BANK 0"type: DDR3typeFlags: synchronousspeed: 1600 MHzmanufacturer: "Kingston"serialNumber: "E53C6677"assetTag: "9876543210"partNumber: "ASU1600S11-4G-EDEG"configuredSpeed: 1600 MHzsize: 4 GiBrank: 2[MemoryDevice]hMemoryArray: 11formFactor: DIMMlocator: "ChannelA-DIMM1"bank: "BANK 1"type: unknownmanufacturer: "[Empty]"serialNumber: "[Empty]"assetTag: "9876543210"partNumber: "[Empty]"[MemoryDevice]hMemoryArray: 11totalWidth: 64 bitsdataWidth: 64 bitsformFactor: SODIMMlocator: "ChannelB-DIMM0"bank: "BANK 2"type: DDR3typeFlags: synchronousspeed: 1600 MHzmanufacturer: "Asint"serialNumber: "000000C2"assetTag: "9876543210"partNumber: "SSZ302G08-GGNHC"configuredSpeed: 1600 MHzsize: 2 GiBrank: 1[MemoryDevice]hMemoryArray: 11formFactor: DIMMlocator: "ChannelB-DIMM1"bank: "BANK 3"type: unknownmanufacturer: "[Empty]"serialNumber: "[Empty]"assetTag: "9876543210"partNumber: "[Empty]"[MemoryArrayMappedAddress]hMemoryArray: 11partitionWidth: 4endAddress: 17FFFFC00[MemoryDeviceMappedAddress]hMemoryDevice: 13hMemoryArrayMappedAddress: 19interleavePosition: 1interleavedDataDepth: 2endAddress: FFFFFC00[MemoryDeviceMappedAddress]hMemoryDevice: 16hMemoryArrayMappedAddress: 19interleavePosition: 2interleavedDataDepth: 2startAddress: 100000000endAddress: 17FFFFC00[systemBoot]status: no_errorcommands.txt is empty. Edited March 14, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
niektb Posted March 20, 2014 Author Report Share Posted March 20, 2014 (edited) Any news on this?http://trac.wildfiregames.com/ticket/2111More testers needed! Edited March 20, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted March 22, 2014 Report Share Posted March 22, 2014 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 Quote Link to comment Share on other sites More sharing options...
niektb Posted March 26, 2014 Author Report Share Posted March 26, 2014 (edited) With GDebugger the game freezes with this at screen:Second chance exception reads this:Second Chance ExceptionEvent PropertiesReason Access violationAddress 0x6c2a8996Details The thread tried to read from or write to a virtual address to which it does not have access. Edited March 26, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 26, 2014 Report Share Posted March 26, 2014 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. Quote Link to comment Share on other sites More sharing options...
niektb Posted March 26, 2014 Author Report Share Posted March 26, 2014 Any chance that it's working correctly and your GC just can't handle it?edit: mmh, seems unlikely for your 610MEdit2: 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. Quote Link to comment Share on other sites More sharing options...
niektb Posted March 26, 2014 Author Report Share Posted March 26, 2014 (edited) Any chance that it's working correctly and your GC just can't handle it?edit: mmh, seems unlikely for your 610MEdit2: 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 March 27, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 26, 2014 Report Share Posted March 26, 2014 From svn Quote Link to comment Share on other sites More sharing options...
niektb Posted March 27, 2014 Author Report Share Posted March 27, 2014 (edited) Now, it doesn't crash but the errors are far from fixed. 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 March 27, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
niektb Posted March 27, 2014 Author Report Share Posted March 27, 2014 (edited) I found BTW a possible solution for the non-function error:http://fr.openclassrooms.com/forum/sujet/probleme-de-plaquage-de-textures-avec-opengl-3-1(In French)The other errors seem to be related to the fact that different types of vars are being mixed. Edited March 27, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
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