error X4509: maximum texture register index exceed
- Tojkar
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- Uncle Crassius
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- Tojkar
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Lightroom,
FrameBlur,
Grain_Tech,
GraphicsAdapterPro,
CRTMattias,
MetaCRT,
FrameBlend,
ChromaticAberration,
ChromaticAberration,
Bloom,
GlitchB,
SimpleGrain,
EyeAdaption,
Before,
MultiLUT,
After,
AdaptiveColorGrading,
AdaptiveSharpen,
AdaptiveFog,
ArtifactColors,
ColorShift,
Clarity2,
AmbientLight,
ColorFilter,
Chromakey,
CreateLUT,
Cross,
ColorMatrix,
Colourfulness,
CRTHyllian,
NTSC_RetroArch,
Curves,
cgwgCRT,
Deband,
KNearestNeighbors,
NonLocalMeans,
DepthHaze,
MotionBlur,
DiffuseGlow,
Mode2,
Mode3,
Mode1,
FISHEYE_CA_VERTICAL,
FXAA,
FISHEYE_CA_HORIZONTAL,
HeatHaze,
KuwaharaMod,
HueFX,
GTUV50,
KuwaharaAnisotropic,
Nightvision,
MagicBloom,
OrtonBloom,
PAL,ADOF,
Monochrome,
PAL_CRT,
ReflectiveBumpmapping,
Scanline,
SMAA,
SurfaceBlur,
SurfaceSharpen,
UIDetect,
UIDetect_Before,
UIDetect_After,
NTSCFilter,
TapeNoise,
VCRDistort,
VHSDistort,
DirtyCRT
www.dropbox.com/s/2asdu0m47qqauqm/shaders.jpg?dl=0
Just occurred to me that the list contains the names of the techniques. The link contains screenshot of the actual shader files.
Here's what I know so far:
- AmbientLight.fx: Contains a lot of texture registers and most of my problems would go away just by deleting this one. However, I like this effect a lot and would like to keep it, if possible.
- VHSPro.fx: The same as above.
- All of the CRT and VHS shaders: I love combining different lo-fi shaders together and with color correction, all set with very weird setting values to create a look that's far from what the shader writers originally intended.
Other than that, I have no idea where to look for problematic shaders.
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- TreyM
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- Tojkar
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- TreyM
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- Tojkar
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If you can help me, please do so, but do not come here hijacking this thread over semantics. You do, like everybody else, know that by problematic I do NOT mean that the shaders are broken but rather the shaders that use more recources than are available and thus causes problems.TreyM wrote: But they're not "problematic" though... You're simply running into the hard limit of what the graphics API allows.
The question remains open...
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- TreyM
The solution to your "problem" is to not have 70 shaders loaded... lol
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- Tojkar
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I am already very strict on the shaders, the list contains exactly zero shaders that are not used anywhere in my games, believe it or not.
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- TreyM
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- Daodan
If you have an extensive text-editor installed (like Visual Studio Code) you could open the folder where your shaders are stored and let the editor automatically search through all the files for "texture2D". That should then give you a good idea about how many textures each shader uses.
(edit) searching for "{ Width = " could be more reliable
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- Marty McFly
In any case, no one ever will require that many shaders. If the list, as you put it, contains exactly zero shaders that you don't need, there's nothing you can do.
Either remove a few shaders, or don't use any (because all of them together don't work at all). The choice should be evident.
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- Tojkar
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