3.4

  • Marty McFly
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5 years 10 months ago - 5 years 10 months ago #121 by Marty McFly Replied by Marty McFly on topic 3.4

OtisInf wrote: . I couldn't see it from the gif (but it might be in there so I overlooked it), if there are errors, you show them in the editor? (I think that's quite complicated to do, if the editor component you're using doesn't have adornments for errors)

I was about to suggest this. In theory, the line numbers of the errors are known, so highlighting a certain line in the editor should be possible, correct? Awesome feature, nonetheless.

OtisInf wrote: While we're at it, is there a way to have per-pass statistics for a shader? I've looked into adding this, but saw that the statistics were obtained using async queries and gave up there, and I couldn't find info regarding whether it is possible at all (I think it is, but likely more complicated than collecting a couple of counters). the reason I ask is that with shaders with a lot of passes, it's often a bit cumbersome to determine which pass(es) are the main time consumers so you can focus on those to optimize the shader.


Well, you can use debug techniques with 1 pass each, that's what I do. Output is obviously borked then but it works, that way you can test without recompilation as opposed to commenting passes.
Last edit: 5 years 10 months ago by Marty McFly.
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  • OtisInf
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5 years 10 months ago #122 by OtisInf Replied by OtisInf on topic 3.4
Ah debug techniques, that's indeed a good idea. I didn't think of that. I comment out parts which is very rough and is very imprecise. Will try that.
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  • crosire
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5 years 10 months ago #123 by crosire Replied by crosire on topic 3.4
More of what is to come in 4.0:
@OtisInf: I'm using custom editor implementation, not a pre-made widget, so I have full control over it (syntax highlighting uses the actual ReShade FX lexer for instance).
New shader development features:

Live texture preview feature:

New styling options:

WIP overhaul of the variable editor:
The following user(s) said Thank You: klotim, DeMondo, OtisInf, MakeNX, Fu-Bama, thalixte, Daodan, seri14
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  • klotim
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5 years 10 months ago #124 by klotim Replied by klotim on topic 3.4
Looking good!
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  • seri14
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5 years 10 months ago - 5 years 10 months ago #125 by seri14 Replied by seri14 on topic 3.4
> New styling options

Does the development plan include saving custom color schemes?
Last edit: 5 years 10 months ago by seri14.
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  • crosire
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5 years 10 months ago #126 by crosire Replied by crosire on topic 3.4
Yes. The "Custom" style option allows modification of every single color there is, which is saved to the config file.
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  • OtisInf
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5 years 10 months ago - 5 years 10 months ago #127 by OtisInf Replied by OtisInf on topic 3.4
Looks great! :) I really like the hlsl code too, the errors directly in-editor, great stuff :)

For the editor, as you have full control over it, some requests: (if feasible)
- if you click an identifier (so it's selected) highlight all the usages of that identifier.
- a way to split the editor horizontally. There's likely no intellisense like texture/sampler/function names autocompletion (as that would require parsing (besides lexing) the whole file and if an error is there, overcome that error, which can be a true pain, so iow a LOT of work), so to help with writing code that uses elements outside the current scope, a split editor helps a lot where you can e.g. have the uniforms/samplers etc. defines visible in the top area and the code you're working on in the bottom area.

Looking forward to it!
Last edit: 5 years 10 months ago by OtisInf.
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  • Daodan
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5 years 10 months ago #128 by Daodan Replied by Daodan on topic 3.4

crosire wrote: Yes. The "Custom" style option allows modification of every single color there is, which is saved to the config file.


Being able to save the custom style colors into a single file would be nice though. So you could add a 'Style search paths' text input to the 'User Interface' section and the found styles would then appear as items in the 'Style' combo. With that you can have your custom styles in a single location and use them everywhere. That also makes sharing them easy.

The new features look really great! :-)
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  • crosire
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5 years 10 months ago #129 by crosire Replied by crosire on topic 3.4

OtisInf wrote: - if you click an identifier (so it's selected) highlight all the usages of that identifier.

Done:


OtisInf wrote: - a way to split the editor horizontally. There's likely no intellisense like texture/sampler/function names autocompletion (as that would require parsing (besides lexing) the whole file and if an error is there, overcome that error, which can be a true pain, so iow a LOT of work), so to help with writing code that uses elements outside the current scope, a split editor helps a lot where you can e.g. have the uniforms/samplers etc. defines visible in the top area and the code you're working on in the bottom area.

The new compiler has much better error recovery (it no longer aborts after encountering a single error and can recover from most mistakes gracefully). But wireing up the compiler output into the editor is a bit more complex. Would need to write a codegen backend which outputs synctatic information about the source code first (right now it can only generate HLSL/GLSL/SPIR-V). Not sure if this is really worth the effort, because it's definitly a lot of work. I'll see what I can do about splitting the editor window.
The following user(s) said Thank You: OtisInf
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  • CeeJay.dk
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5 years 10 months ago #130 by CeeJay.dk Replied by CeeJay.dk on topic 3.4
Crosire have been sending Marty and me builds as he develops them.
I've been reporting back lots of ideas, tweaks and bugs as I think of them or find them.

It's not done yet but I have a good feeling about this new version. It's a real joy to work with. Some very nice UI improvements and the effect compiling is wicked fast so no more waiting for effects to finish compiling.
The following user(s) said Thank You: Wicked Sick
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  • OtisInf
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5 years 10 months ago #131 by OtisInf Replied by OtisInf on topic 3.4
Thanks for adding that (identifier highlighting)! :)

Yeah providing intellisense/autocompletion isn't simple. There's always a 'just give the elements you do understand and don't do any recovery on an error' way out of it, but whether that gives a good experience is to be seen. E.g. forgetting a } or a ; somewhere already messes things up beyond repair for the most part. It then comes down where in the non-terminal (EBNF) you are with the cursor, which might be impossible to do if the parser can't parse the input to a non-terminal e.g. due to errors. I wouldn't worry about it, it's something that's 'nice to have' but if it's not there that's fine. You can always add it later if you have the time :)
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  • lowenz
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5 years 10 months ago #132 by lowenz Replied by lowenz on topic 3.4
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  • RedMiller
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5 years 10 months ago #133 by RedMiller Replied by RedMiller on topic 3.4
Does not work with the game Survarium. The game does not even react to Reshade.
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  • Wicked Sick
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5 years 10 months ago #134 by Wicked Sick Replied by Wicked Sick on topic 3.4

CeeJay.dk wrote: Crosire have been sending Marty and me builds as he develops them.
I've been reporting back lots of ideas, tweaks and bugs as I think of them or find them.

It's not done yet but I have a good feeling about this new version. It's a real joy to work with. Some very nice UI improvements and the effect compiling is wicked fast so no more waiting for effects to finish compiling.


Oh, man. I can badly wait for it!
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  • XDaveOnPC
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5 years 10 months ago #135 by XDaveOnPC Replied by XDaveOnPC on topic 3.4
There is a disturbance in the force ...

So , I was a simple player of good old GTA 5 , and after a long thinking process , I decided that I would start modding my game . I followed every step of a video in which several tools were up to download , including reshade 3.4.0 . But when I came to the site , it only gave me the last available version , the 4.0.2 , and it says everytime I try to launch it that it had failed :/ !

I also saw this , hoping that I could get the 3.4.0 version mentionned in the tutorial , and thanks for posting this link in tis topic before , but ...


MonarchX wrote:
Crosire, I wasn't sure where to post this idea/request, but could you please create an OFFICIAL repository of ReShade versions from the earliest ones (the only ones that work with MGS TPP) to the latest one, without skipping any?
All versions since 3.0 can be downloaded from the official source:
reshade.me/downloads/ReShade_Setup_3.X.X.exe
I won't put up versions before 3.0.



^--- It send me back to a 404 error page . Is there anyone or anything I can do to make it work , or is it hopeless ?
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  • crosire
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5 years 10 months ago #136 by crosire Replied by crosire on topic 3.4
I hope you realize that you need to replace the Xs with whatever version you want to download: reshade.me/downloads/ReShade_Setup_3.4.0.exe
The following user(s) said Thank You: Wicked Sick
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  • TheReaper
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5 years 10 months ago #137 by TheReaper Replied by TheReaper on topic 3.4
Is there any way to avoid easy anti cheat to detect the reshade? In the past i didnt have problems with 3.4 and anti-cheat
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  • Fu-Bama
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5 years 8 months ago - 5 years 8 months ago #138 by Fu-Bama Replied by Fu-Bama on topic 3.4

MonarchX wrote: Crosire, I wasn't sure where to post this idea/request, but could you please create an OFFICIAL repository of ReShade versions from the earliest ones (the only ones that work with MGS TPP) to the latest one, without skipping any? There are some UNofficial repositories, where links occasionally go bad and/or files get deleted. I've been searching specifically for ReShade 3.1.0 (the last 3.X.X version that works with GTA V ENB) for 2 days now without success, (...)


If the temporal link does not work anymore, grab one from Archive.org
web.archive.org/web/20171213084605/https://reshade.me/
Last edit: 5 years 8 months ago by Fu-Bama.
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