Sniper Elite (D3D8) failed to reassemble shader
- rallymen007
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9 years 2 months ago #1
by rallymen007
Sniper Elite (D3D8) failed to reassemble shader was created by rallymen007
Hi,
I've been trying to use ReShade as a "pass-through" for Sniper Elite (no fancy effects, just some D3D8->D3D9 wrapping). It works fine, except for the blur effect that blurs the whole screen at all times.
The logs has a couple of "failed to reassemble shader" errors. You can find the tracelog here , but here's a (hopefully) relevant extract of it:
When the blur is on, it feels like there's vaseline on the scope and that makes sniping a bit harder than it should be Disabling the blur fixes the issue, so it's specific to the game's blur effect. I'm fine with disabling blur altogether, but perhaps this error could be useful to other games.
Cheers,
Rallymen007
I've been trying to use ReShade as a "pass-through" for Sniper Elite (no fancy effects, just some D3D8->D3D9 wrapping). It works fine, except for the blur effect that blurs the whole screen at all times.
The logs has a couple of "failed to reassemble shader" errors. You can find the tracelog here , but here's a (hopefully) relevant extract of it:
16/02/2015 09:44:48,669 [9556] | TRACE | Redirecting 'IDirect3DDevice9::CreateVertexShader(02A75ED8, 09916E18, 09626BE0)' ...
16/02/2015 09:44:48,669 [9556] | INFO | Redirecting 'IDirect3DDevice8::CreateVertexShader(02A75F08, 00757228, 023B0F28, 007A3594, 0)' ...
16/02/2015 09:44:48,669 [9556] | INFO | > Translating vertex declaration ...
16/02/2015 09:44:48,669 [9556] | TRACE | +----------+---------+---------+--------------+--------------+--------------+-------+
16/02/2015 09:44:48,669 [9556] | TRACE | | Register | Stream | Offset | Type | Method | Usage | Index |
16/02/2015 09:44:48,669 [9556] | TRACE | +----------+---------+---------+--------------+--------------+--------------+-------+
16/02/2015 09:44:48,669 [9556] | TRACE | | v0 | 0 | 0 | 0x2 | 0x0 | 0x0 | 0 |
16/02/2015 09:44:48,669 [9556] | TRACE | | v1 | 0 | 12 | 0x2 | 0x0 | 0x1 | 0 |
16/02/2015 09:44:48,669 [9556] | TRACE | | v2 | 0 | 24 | 0x4 | 0x0 | 0x2 | 0 |
16/02/2015 09:44:48,669 [9556] | TRACE | | v3 | 0 | 28 | 0x1 | 0x0 | 0x3 | 0 |
16/02/2015 09:44:48,669 [9556] | TRACE | | v4 | 0 | 36 | 0x1 | 0x0 | 0x4 | 0 |
16/02/2015 09:44:48,669 [9556] | TRACE | +----------+---------+---------+--------------+--------------+--------------+-------+
16/02/2015 09:44:48,669 [9556] | INFO | > Disassembling shader and translating assembly to Direct3D 9 compatible code ...
16/02/2015 09:44:48,670 [9556] | TRACE | > Dumping translated shader assembly:
vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
dcl_psize v4
mov r0.w, v0.w
add r0.xyz, c5.xyzz, -v0.xyzz
dp3 r1.xyz, r0.xyzz, r0.xyzz
rsq r1.xyz, r1.xyzz
rcp r2.xyz, r1.xyzz
add r2.xyz, r2.xyzz, -c8.xyzz
max r2.xyz, r2.xyzz, c11.xyzz
min r2.xyz, r2.xyzz, c9.xyzz
mul r2.xyz, r2.xyzz, c10.xyzz
mul r2.xyz, r2.xyzz, c7.xyzz
add r2.xyz, r2.xyzz, c6.xyzz
mul r1.xyz, r2.xyzz, r1.xyzz
mul r0.xyz, r0.xyzz, r1.xyzz
add r0.xyz, r0.xyzz, v0.xyzz
m4x4 oPos, r0, c0
mov oD0, c4
// approximately 19 instruction slots used
16/02/2015 09:44:48,671 [9556] | ERROR | > Failed to reassemble shader:
D:\Steam\SteamApps\common\Sniper Elite\memory(10,5): error X5485: rsq requires replicate swizzle for the source parameter in order to select component. i.e. .x | .y | .z | .w (or rgba equivalent)
D:\Steam\SteamApps\common\Sniper Elite\memory(11,5): error X5485: rcp requires replicate swizzle for the source parameter in order to select component. i.e. .x | .y | .z | .w (or rgba equivalent)
When the blur is on, it feels like there's vaseline on the scope and that makes sniping a bit harder than it should be Disabling the blur fixes the issue, so it's specific to the game's blur effect. I'm fine with disabling blur altogether, but perhaps this error could be useful to other games.
Cheers,
Rallymen007
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- crosire
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9 years 2 months ago #2
by crosire
Replied by crosire on topic Sniper Elite (D3D8) failed to reassemble shader
Thanks for reporting!
It's probably because that blur uses one of the shaders ReShade failed to convert, which is thus missing and makes the whole thing look wrong.
It's probably because that blur uses one of the shaders ReShade failed to convert, which is thus missing and makes the whole thing look wrong.
The following user(s) said Thank You: rallymen007
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