Custom build from latest source - D3D9 broken
- Niko of Death
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IDirect3DDevice9::CreateTexture failed with error code D3DERR_INVALIDCALL
IDirect3DDevice9::CreateCubeTexture failed with error code D3DERR_INVALIDCALL
Besides this, there are two other, lesser issues that I have come across with recent builds. Firstly (I believe this started with the same build that broke D3D9), in DX11 compute shaders seem to be broken, the expected performance hit occurs, but there's no visual presentation, and the GPU statistics show much less GPU time than is actually being taken. The logs don't show anything that stands out to me as a potential cause for this, with the only warnings in one I just tested with the build I just compiled being
Reference count for IDXGIDevice1 object 00B412A8 (00B4930C) is inconsistent (5700).
Reference count for ID3D11Device0 object 00AB9138 (00B49774) is inconsistent (5696).
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- crosire
Compute shaders seem to be working on D3D11 too with ToT, could you double check again?
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- Niko of Death
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Double checked compute shaders - still not working. It could be an issue with the specific shader maybe (RTGI 0.22 - don't have 0.23 to test. 0.21 (non-CS) works properly). Is there a different shader I should use to test?
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- Niko of Death
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The two games I have come across that experience this so far are Genshin Impact ( imgsli.com/NTU5NzY ) and Dragon Quest Heroes ( imgsli.com/NTU5Nzc ). It appears to be something limited too specific engines - testing Pathologic 2 (a unity game like Genshin Impact) it also appears, same with berserk and the band of the hawk (an omega force game like Dragon Quest Heroes), whereas I have not experienced it with any UE4 games for example.
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- crosire
As for the other thing: Sounds like a sRGB mismatch. Could you elaborate which render API (D3D9/11/...) this appears with and also post a log (contains the swapchain format which would help). I don't have those games so can't test directly.
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- Niko of Death
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Here are the logs:
Genshin Impact: ghostbin.com/paste/qKHzx
Pathologic 2: ghostbin.com/paste/LtnjQ
DQH: ghostbin.com/paste/PSJr5
Berserk: ghostbin.com/paste/HMKQh
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- crosire
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- Niko of Death
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"'reshade::vulkan::device_impl::_instance': an object of const-qualified type must be initialized" reshade_api_device.cpp line 27
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- crosire
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- Niko of Death
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- Niko of Death
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In Genshin Impact (and perhaps other games, Genshin is just the one I've noticed it in), having the effects toggle enabled (regardless of whether any shaders are actually enabled) is causing texture corruption, that only goes away when disabling the toggle and moving the camera. Examples of the corruption: imgsli.com/NTY1MTU imgsli.com/NTY1MTY . Again, Genshin is 64 bit, DX11, Unity. Here's the log I got: ghostbin.com/paste/Onk4E .
It also seems that the opengl runtime is broken. I tested it in two polar opposite games, KOTOR 2 (32 bit, opengl 1.4). and Digimon Story Cyber Sleuth (64-bit - not certain which opengl version, but presumably at least opengl 3.3), both get failed to create imgui pipeline and failed to recreate opengl runtime environment errors, and reshade of course doesnt work in game. Kotor 2 log: ghostbin.com/paste/gm0R2 Digimon log: ghostbin.com/paste/EAodL KOTOR log: ghostbin.com/paste/gm0R2
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- crosire
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- Niko of Death
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However, opengl is severely broken on my end. Testing with KOTOR 2, 3D rendering is completely broken regardless of whether or not effects are enabled, and effects behaving abnormally on 2D elements including continuing to show the last 2D element on screen (e.g. the menu) when 3D elements are on screen, as seen here: imgsli.com/NTY2OTA (note that in the effects enabled screenshot, the UI elements in the corners are UImasked, and none of that main menu texture should be visible since its in game). Log file here: ghostbin.com/paste/HgBzM .
In Jedi Knight 2 Jedi Outcast, the screen is entirely black with effects enabled (displaydepth is the only one I could find that displayed normally), with no 2D elements remaining, but rendering is completely normal with effects disabled. Log file here: ghostbin.com/paste/czrYO .
Digimon Cyber Sleuth seems to work fine, but its difficult to test as reshade doesnt respond to any input (whether thats opening the overlay or enabling/disabling effects). Log file here: ghostbin.com/paste/fLPbN
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- Niko of Death
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Latest log file: ghostbin.com/paste/A4GF6
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- crosire
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- Niko of Death
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Here's what I get when I take a screenshot with the before/after setting on: imgsli.com/NTcwNjk
Might be an AMD-specific issue?
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- crosire
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- Niko of Death
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- Niko of Death
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- Niko of Death
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