New Master effects no longer compatible with DOOM
- BrandonHortman
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9 years 1 week ago #1
by BrandonHortman
New Master effects no longer compatible with DOOM was created by BrandonHortman
For reference, last version most effects worked, including DOF, as of 1.1.111 using MFX on Doom results in this error
18/03/2015 07:38:28,459 [12336] | INFO | Loading effect from "C:\Program Files (x86)\Zandronum\ReShade.fx" ...
18/03/2015 07:38:28,687 [12336] | ERROR | Failed to compile effect on context 0B787BA0:
Fragment shader failed to compile with the following errors:
ERROR: 0:45: error(#438) Extension GL_ARB_bindless_texture is requried' by use image/sampler as output parameters'.
ERROR: error(#273) 1 compilation errors. No code generated
18/03/2015 07:38:28,459 [12336] | INFO | Loading effect from "C:\Program Files (x86)\Zandronum\ReShade.fx" ...
18/03/2015 07:38:28,687 [12336] | ERROR | Failed to compile effect on context 0B787BA0:
Fragment shader failed to compile with the following errors:
ERROR: 0:45: error(#438) Extension GL_ARB_bindless_texture is requried' by use image/sampler as output parameters'.
ERROR: error(#273) 1 compilation errors. No code generated
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- jmp909
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9 years 1 week ago - 9 years 1 week ago #2
by jmp909
Replied by jmp909 on topic New Master effects no longer compatible with DOOM
Is this definitely mfx causing it? Rather than Reshade 0.150. Just guessing
Whilst I have zero shader coding knowledge , I'd be tempted to follow the error and add this line and see if that does anything! - But then I'm impatient and try to fix things I don't understand
#extension GL_ARB_bindless_texture : require
See here
www.gamedev.net/topic/653538-bindless-texture-bug/
Presumably Doom uses older OpenGL and therefore compatibility extensions are required
(disclaimer: if your graphics card melts , I take no responsibility.... Best wait for Marty!)
Whilst I have zero shader coding knowledge , I'd be tempted to follow the error and add this line and see if that does anything! - But then I'm impatient and try to fix things I don't understand
#extension GL_ARB_bindless_texture : require
See here
www.gamedev.net/topic/653538-bindless-texture-bug/
Presumably Doom uses older OpenGL and therefore compatibility extensions are required
(disclaimer: if your graphics card melts , I take no responsibility.... Best wait for Marty!)
Last edit: 9 years 1 week ago by jmp909.
The following user(s) said Thank You: BrandonHortman
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- crosire
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9 years 1 week ago - 9 years 1 week ago #3
by crosire
Replied by crosire on topic New Master effects no longer compatible with DOOM
ReShade's language isn't GLSL, so that will get you an error or do just nothing.
I would need to see the tracelog, which contains a copy of the generated GLSL shaders, since ME does something somewhere that it doesn't like.
I would need to see the tracelog, which contains a copy of the generated GLSL shaders, since ME does something somewhere that it doesn't like.
Last edit: 9 years 1 week ago by crosire.
The following user(s) said Thank You: BrandonHortman
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- BrandonHortman
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9 years 1 week ago #4
by BrandonHortman
Replied by BrandonHortman on topic New Master effects no longer compatible with DOOM
Thanks for the replies guys! Next time I'll put my post like this is in appropriate forum, I guess I just wasn't thinking
I'm reading up to try to understand how to get a tracelog file, seems like I need to follow this guide:
msdn.microsoft.com/en-us/library/windows...552994(v=vs.85).aspx
I got this error with the new version 16 of ReShade with MFX, again with all settings on zero.
19/03/2015 18:36:48:498 [07952] | INFO | Redirecting 'wglMakeCurrent(4B010AB6, 00030000)' ...
19/03/2015 18:36:48:507 [07952] | INFO | > Switched to new runtime 0B75B030.
19/03/2015 18:36:48:676 [07952] | INFO | Resizing runtime 0B75B030 on device context 4B010AB6 to 1366x768 ...
19/03/2015 18:36:48:679 [07952] | INFO | Recreated effect environment on runtime 0B75B030.
19/03/2015 18:36:48:707 [07952] | INFO | Loading effect from "C:\Program Files (x86)\Zandronum\ReShade.fx" ...
19/03/2015 18:36:48:769 [07952] | ERROR | Failed to compile effect on context 0B75B030:
C:\Program Files (x86)\Zandronum\ReShade.fx(2402, 10): error X3038: local variables cannot be textures or samplers
C:\Program Files (x86)\Zandronum\ReShade.fx(2402, 25): error X3000: syntax error: unexpected '=', expected 'identifier'
19/03/2015 18:37:16:390 [07952] | INFO | Redirecting 'wglMakeCurrent(00000000, 00000000)' ...
19/03/2015 18:37:16:390 [07952] | INFO | > Cleaning up runtime 0B75B030 ...
19/03/2015 18:37:16:401 [07952] | INFO | Redirecting 'wglDeleteContext(00030000)' ...
19/03/2015 18:37:16:523 [07952] | INFO | Exiting ...
19/03/2015 18:37:16:523 [07952] | INFO | Uninstalling 402 hook(s) ...
19/03/2015 18:37:17:043 [07952] | INFO | Exited.
Best wishes and great work!
I'm reading up to try to understand how to get a tracelog file, seems like I need to follow this guide:
msdn.microsoft.com/en-us/library/windows...552994(v=vs.85).aspx
I got this error with the new version 16 of ReShade with MFX, again with all settings on zero.
19/03/2015 18:36:48:498 [07952] | INFO | Redirecting 'wglMakeCurrent(4B010AB6, 00030000)' ...
19/03/2015 18:36:48:507 [07952] | INFO | > Switched to new runtime 0B75B030.
19/03/2015 18:36:48:676 [07952] | INFO | Resizing runtime 0B75B030 on device context 4B010AB6 to 1366x768 ...
19/03/2015 18:36:48:679 [07952] | INFO | Recreated effect environment on runtime 0B75B030.
19/03/2015 18:36:48:707 [07952] | INFO | Loading effect from "C:\Program Files (x86)\Zandronum\ReShade.fx" ...
19/03/2015 18:36:48:769 [07952] | ERROR | Failed to compile effect on context 0B75B030:
C:\Program Files (x86)\Zandronum\ReShade.fx(2402, 10): error X3038: local variables cannot be textures or samplers
C:\Program Files (x86)\Zandronum\ReShade.fx(2402, 25): error X3000: syntax error: unexpected '=', expected 'identifier'
19/03/2015 18:37:16:390 [07952] | INFO | Redirecting 'wglMakeCurrent(00000000, 00000000)' ...
19/03/2015 18:37:16:390 [07952] | INFO | > Cleaning up runtime 0B75B030 ...
19/03/2015 18:37:16:401 [07952] | INFO | Redirecting 'wglDeleteContext(00030000)' ...
19/03/2015 18:37:16:523 [07952] | INFO | Exiting ...
19/03/2015 18:37:16:523 [07952] | INFO | Uninstalling 402 hook(s) ...
19/03/2015 18:37:17:043 [07952] | INFO | Exited.
Best wishes and great work!
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- crosire
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9 years 1 week ago - 9 years 1 week ago #5
by crosire
Replied by crosire on topic New Master effects no longer compatible with DOOM
Eh .... no . I just called it tracelog, because it's common to name the log level with extensive/additional information the trace log level. The log format is custom to ReShade and you won't find something on it online. You get one by renaming the ".log" ReShade creates to ".tracelog" and restart the game.BrandonHortman wrote: I'm reading up to try to understand how to get a tracelog file, seems like I need to follow this guide
The error there is a bug in ME. Can be fixed by replacing lines 2402 to 2406 with this:
#if (USE_SMAA == 1)
#define SamplerCurrent SamplerHDR2
#else
#define SamplerCurrent SamplerHDR1
#endif
Last edit: 9 years 1 week ago by crosire.
The following user(s) said Thank You: Wicked Sick, BrandonHortman
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- BrandonHortman
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9 years 1 week ago #6
by BrandonHortman
Replied by BrandonHortman on topic New Master effects no longer compatible with DOOM
bahahaha ok I am on board now
pastebin.com/xMJiua8H
Replacing line 2402 to 2406 and renaming the two instances of /Mcresources to /Mastereffect got rid of all errors.
For reference I am using Zandronum. Before the update DOF, Sharpening, and color correction were available, but effects like AO resulted in textures being replaced by solid black lines ( in large blocks) Now the only time I see blur from DOF is briefly during the "wipe" between the time when I select a new game and the game starts.
I'll try it with GZdoom later to see if I have better luck
pastebin.com/xMJiua8H
Replacing line 2402 to 2406 and renaming the two instances of /Mcresources to /Mastereffect got rid of all errors.
For reference I am using Zandronum. Before the update DOF, Sharpening, and color correction were available, but effects like AO resulted in textures being replaced by solid black lines ( in large blocks) Now the only time I see blur from DOF is briefly during the "wipe" between the time when I select a new game and the game starts.
I'll try it with GZdoom later to see if I have better luck
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- SPAS
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9 years 1 week ago #7
by SPAS
Replied by SPAS on topic New Master effects no longer compatible with DOOM
I'm using this with X-Plane 10 (openGL)
I get the "unable to load Source for texture 'texArea'!unable to load Source for texture 'texSearch'! "
plus ME takes away the shadows on the ground that the sun would project.
This does not happen with SweetFX... any ideas?
I get the "unable to load Source for texture 'texArea'!unable to load Source for texture 'texSearch'! "
plus ME takes away the shadows on the ground that the sun would project.
This does not happen with SweetFX... any ideas?
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- BlackFish
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8 years 11 months ago - 8 years 11 months ago #8
by BlackFish
Replied by BlackFish on topic New Master effects no longer compatible with DOOM
You need the latest GZDoom to have the ME stuff working properly. Get the latest here.
devbuilds.drdteam.org/gzdoom/gzdoom-g2.1.pre-929-g887014c.7z
Zandronum has yet to catch up with the new renderer.
devbuilds.drdteam.org/gzdoom/gzdoom-g2.1.pre-929-g887014c.7z
Zandronum has yet to catch up with the new renderer.
Last edit: 8 years 11 months ago by BlackFish.
The following user(s) said Thank You: BrandonHortman
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