Comp issues of shaders under OpenGL, fine in DX
- Martigen
- Topic Author
I'm assuming this is on the Reshade side: I use a central repository for shaders, so all games load shaders from the same directory. For DX games there's just a handful of shaders that issue warnings -- and I know some warnings are just that, and the shaders load and work fine anyway.
But in OpenGL many more shaders are are reporting issues, and quite a few of them don't load at all as a result (inclduing SMAA).
Log here if you can take a look:
pastebin.com/DWcC5LSt
Please Log in or Create an account to join the conversation.
- lukonja
Also some of "issues" for OPEN GL are being solved as you posted this. You can always download and compile newest reshade from here:
github.com/crosire/reshade
there was a quickfix for open_gl, so might have luck with some shaders.
But for rest you must ask original authors to add support, or rewrite them yourself and post them to original author.
My english is bad, but I hope you understood, sometimes I confuse myself with my bad english...
Please Log in or Create an account to join the conversation.
- crosire
Anyway, the errors you are seeing aren't ReShade's fault per se. You just have too many shaders. ReShade shares texture/sampler/... bindings between all shaders and there is only a limited set of bindings available in OpenGL, so at some point they will be exhausted. You'll have to clean up your shared shader directory a little and remove everything you don't need.
Please Log in or Create an account to join the conversation.
- Martigen
- Topic Author
Bugger I guess I'll make a separate smaller repository for OGL games. I like having all shaders available so with each new game the full complement is there to tweak and play with.crosire wrote: ReShade takes care of OpenGL compability. Shaders should work independently from the API, so that it's not the job of the shader authors care for this.
Anyway, the errors you are seeing aren't ReShade's fault per se. You just have too many shaders. ReShade shares texture/sampler/... bindings between all shaders and there is only a limited set of bindings available in OpenGL, so at some point they will be exhausted. You'll have to clean up your shared shader directory a little and remove everything you don't need.
Do files being loaded from the Textures directory count towards the binding limit?
Please Log in or Create an account to join the conversation.
- crosire
Please Log in or Create an account to join the conversation.
- Martigen
- Topic Author
Thanks for explaining. I presume this means it's not so much the number of shaders being loaded, but also what they do, as different shaders can bind multiple samplers/textures etc so some shaders will be using more resources than others.crosire wrote: It doesn't matter if an image file exists or not, if a shader defines a texture, then that's a binding. So the texture directory itself has no effect on this.
Please Log in or Create an account to join the conversation.
- crosire
Please Log in or Create an account to join the conversation.
- Martigen
- Topic Author
17:02:40:963 [03052] | INFO | Compiling 'm:\reshade_ogl\shaders\Clarity2.fx' ...
17:02:40:974 [03052] | ERROR | Failed to compile 'm:\reshade_ogl\shaders\Clarity2.fx':
0(43) : error C7011: implicit cast from "float" to "bool"
0(43) : error C7011: implicit cast from "float" to "bool"
0(110) : error C7011: implicit cast from "int" to "bool"
0(110) : error C7011: implicit cast from "int" to "bool"
m:\reshade_ogl\shaders\Clarity2.fx(244, 8): error: internal shader compilation failed
Fragment info
-------------
0(43) : error C7011: implicit cast from "float" to "bool"
0(43) : error C7011: implicit cast from "float" to "bool"
0(110) : error C7011: implicit cast from "int" to "bool"
0(110) : error C7011: implicit cast from "int" to "bool"
(0) : error C2003: incompatible options for link
m:\reshade_ogl\shaders\Clarity2.fx(729, 1): error: program linking failed
@Ioxa are you still around?
Please Log in or Create an account to join the conversation.