Knowing which datablock causes pixelshader error

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Lax
Hobgoblin
Posts: 583
Joined: Mon Aug 06, 2007 12:53 pm
Location: Saarland, Germany
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Knowing which datablock causes pixelshader error

Post by Lax »

Hi,

Is it possible to know, for which datablock a pixelshader causes an error?
Since I updated to Ogre 2.2, lots of worlds cannot be loaded anymore, because I get e.g.

Code: Select all

OGRE EXCEPTION(-2147467259:RenderingAPIException): Cannot compile D3D11 high-level shader 100000009PixelShader_ps Errors:
(512,4-19): error X3018: invalid subscript 'xyz'
 in D3D11HLSLProgram::compileMicrocode at h:\gameenginedevelopment2_2\external\ogre2.2sdk\rendersystems\direct3d11\src\ogred3d11hlslprogram.cpp (line 558)
22:24:34: High-level program 100000009PixelShader_ps encountered an error during loading and is thus not supported.
OGRE EXCEPTION(-2147467259:RenderingAPIException): Cannot compile D3D11 high-level shader 100000009PixelShader_ps Errors:
(512,4-19): error X3018: invalid subscript 'xyz'
 in D3D11HLSLProgram::compileMicrocode at h:\gameenginedevelopment2_2\external\ogre2.2sdk\rendersystems\direct3d11\src\ogred3d11hlslprogram.cpp (line 558)
But I have no idea, what is causing the error. I'm loading tons of meshes and its really annoying filtering out, which mesh/datablock is possibly causing this.

Would it be possible somehow to write down, from which datablock the error is caused?

Best Regards
Lax

http://www.lukas-kalinowski.com/Homepage/?page_id=1631
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dark_sylinc
OGRE Team Member
OGRE Team Member
Posts: 5296
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Location: Buenos Aires, Argentina
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Re: Knowing which datablock causes pixelshader error

Post by dark_sylinc »

By breaking on exceptions (Ctrl+Alt+E -> Tick C++ Exceptions) or by placing a breakpoint in ExceptionFactory in OgreException.h you can have the debugger break the application before the program begins to exist and unwind everything.

Once you're there, walk up the stack up to Hlms::getMaterial and from there you can see queuedRenderable.
queuedRenderable.movableObject will tell you the Item, queuedRenderable.renderable will tell you the SubItem that's causing the exception.
queuedRenderable.renderable.mHlmsDatablock will tell you the datablock that's causing the error.

Alternatively you can edit Hlms::getMaterial to dump the name of the material, e.g.

Code: Select all

if( queuedRenderable.renderable->getDatablock()->getNameStr() )
LogManager::getSingleton( "Accessing material: " + *queuedRenderable.renderable->getDatablock()->getNameStr() );
else
LogManager::getSingleton( "Accessing material: " + queuedRenderable.renderable->getDatablock()->getName().getFriendlyText() );
Cheers
Matias

PS Btw could you upload 100000009PixelShader_ps ? Somehow I suspect this is our bug, probably related to Fresnel.
rujialiu
Goblin
Posts: 296
Joined: Mon May 09, 2016 8:21 am
x 35

Re: Knowing which datablock causes pixelshader error

Post by rujialiu »

Besides what dark_sylinc said (which is exactly what I would do), if it's NOT ogre's bug, you can implement a listener to grab all troublesome renderables like this:

Code: Select all

class MyHlmsListener : public HlmsListener {
    public:
        void propertiesMergedPreGenerationStep(
            const String &shaderProfile,
            const HlmsCache &passCache,
            const HlmsPropertyVec &renderableCacheProperties,
            const PiecesMap renderableCachePieces[NumShaderTypes],
            const HlmsPropertyVec &properties,
            const QueuedRenderable &queuedRenderable) {
            std::stringstream ss;
            ss << "\n";
            ss << "shaderProfile: " << shaderProfile << "\n";
            ss << "renderableCacheProperties:\n";
            for (const auto& p : renderableCacheProperties) {
                std::string key = p.keyName.getFriendlyText();
                ss << key << "=" << p.value << " ";
            }
            ss << "\n";
            ss << "properties:\n";
            for (const auto& p : properties) {
                std::string key = p.keyName.getFriendlyText();
                ss << key << "=" << p.value << " ";
            }
            ss << "\n";
            my_logging(ss.str());
        }
        ...
}
Lax
Hobgoblin
Posts: 583
Joined: Mon Aug 06, 2007 12:53 pm
Location: Saarland, Germany
x 50

Re: Knowing which datablock causes pixelshader error

Post by Lax »

Hi,

thanks for the information.
PS Btw could you upload 100000009PixelShader_ps ? Somehow I suspect this is our bug, probably related to Fresnel.
Here is what I have:

Code: Select all

18:04:41: [WorkspaceModule] Hlms Debug Log: 
shaderProfile: hlsl
renderableCacheProperties:
hlms_uv_count0=2 uv_emissive=0 first_valid_detail_map_nm=4 fresnel_scalar=0 hlms_uv_count=1 uv_detail_nm1=0 uv_detail_nm2=0 uv_specular=0 PsoBlendblock=0 specular_map_sampler=0 normal_sampling_format=-1392068498 PsoMacroblock=0 alpha_test=0 roughness_map_sampler=1 metallic_workflow=0 uv_detail_weight=0 roughness_map_idx=1 uv_detail_nm3=0 uv_normal=0 hlms_alphablend=0 num_textures=2 normal_map_tex=2 uv_detail3=0 normal_map=1 hlms_tangent=1 uv_detail1=0 fresnel_workflow=1 alpha_test_shadow_caster_only=0 materials_per_buffer=2 normal_map_tex_idx=1 hlms_skeleton=0 diffuse_map_sampler=1 InputLayoutId=4103 uv_detail0=0 uv_diffuse=0 diffuse_map=1 uv_detail_nm0=0 normal_rg_snorm=-1392068498 specular_map=2 diffuse_map_idx=0 normal_map_tex_sampler=1 uv_detail2=0 uv_roughness=0 roughness_map=2 receive_shadows=1 BRDF_CookTorrance=1 specular_map_idx=1 hlms_normal=1 num_samplers=2 normal_weight=0 
properties:
hlms_uv_count0=2 uv_emissive=0 first_valid_detail_map_nm=4 fresnel_scalar=0 hlms_uv_count=1 uv_detail_nm1=0 hlms_lights_spotparams=0 uv_detail_nm2=0 uv_specular=0 PsoBlendblock=0 specular_map_sampler=0 normal_sampling_format=-1392068498 hlms_lights_directional=0 PsoMacroblock=0 samplerStateStart=1 alpha_test=0 roughness_map_sampler=1 metallic_workflow=0 hw_gamma_write=1 uv_detail_weight=0 roughness_map_idx=1 cubemaps_as_diffuse_gi=1 uv_detail_nm3=0 hlms_lights_spot=1 uv_normal=0 hlms_alphablend=0 num_textures=2 normal_map_tex=2 uv_detail3=0 normal_map=1 hlms_tangent=1 uv_detail1=0 fresnel_workflow=1 alpha_test_shadow_caster_only=0 materials_per_buffer=2 hw_gamma_read=1 normal_map_tex_idx=1 hlms_skeleton=0 hlms_lights_point=1 diffuse_map_sampler=1 InputLayoutId=4103 s_lights_directional_non_caster=1 uv_detail0=0 uv_diffuse=0 diffuse_map=1 needs_refl_dir=1 uv_detail_nm0=0 normal_rg_snorm=-1392068498 specular_map=2 diffuse_map_idx=0 hlms_lights_attenuation=0 hlms_render_depth_only=0 normal_map_tex_sampler=1 uv_detail2=0 textureMaps0=1 uv_roughness=0 roughness_map=2 receive_shadows=1 textureMaps1=2 needs_view_dir=1 BRDF_CookTorrance=1 use_planar_reflections=0 specular_map_idx=1 ambient_hemisphere=1 hlms_normal=1 num_samplers=2 normal_weight=0 

18:04:41: OGRE EXCEPTION(-2147467259:RenderingAPIException): Cannot compile D3D11 high-level shader 100000014PixelShader_ps Errors:
H:\GameEngineDevelopment2_2\bin\Debug\100000014PixelShader_ps.hlsl(512,4-19): error X3018: invalid subscript 'xyz'
 in D3D11HLSLProgram::compileMicrocode at h:\gameenginedevelopment2_2\external\ogre2.2sdk\rendersystems\direct3d11\src\ogred3d11hlslprogram.cpp (line 558)
18:04:41: High-level program 100000014PixelShader_ps encountered an error during loading and is thus not supported.
OGRE EXCEPTION(-2147467259:RenderingAPIException): Cannot compile D3D11 high-level shader 100000014PixelShader_ps Errors:
H:\GameEngineDevelopment2_2\bin\Debug\100000014PixelShader_ps.hlsl(512,4-19): error X3018: invalid subscript 'xyz'
 in D3D11HLSLProgram::compileMicrocode at h:\gameenginedevelopment2_2\external\ogre2.2sdk\rendersystems\direct3d11\src\ogred3d11hlslprogram.cpp (line 558)

Code: Select all

#if 0
	***	hlms_uv_count0	2
	***	uv_emissive	0
	***	first_valid_detail_map_nm	4
	***	fresnel_scalar	0
	***	envprobe_map_sampler	1
	***	hlms_uv_count	1
	***	uv_detail_nm1	0
	***	hlms_lights_spotparams	0
	***	uv_detail_nm2	0
	***	envMapRegSampler	1
	***	emissive_map_sampler	1
	***	uv_specular	0
	***	hlms_disable_stage	0
	***	specular_map_sampler	1
	***	texcoord	5
	***	fast_shader_build_hack	1
	***	glsl	635204550
	***	normal_sampling_format	-1392068498
	***	hlms_high_quality	0
	***	hlms_lights_directional	0
	***	samplerStateStart	1
	***	alpha_test	0
	***	roughness_map_sampler	2
	***	glsles	1070293233
	***	metallic_workflow	0
	***	hw_gamma_write	1
	***	uv_detail_weight	0
	***	roughness_map_idx	1
	***	detail_map_nm2_sampler	1
	***	cubemaps_as_diffuse_gi	1
	***	uv_detail_nm3	0
	***	hlms_lights_spot	1
	***	detail_map1_sampler	1
	***	uv_normal	0
	***	detail_map_nm3_sampler	1
	***	hlms_alphablend	0
	***	num_textures	2
	***	normal_map_tex	2
	***	uv_detail3	0
	***	detail_map3_sampler	1
	***	normal_map	1
	***	hlms_tangent	1
	***	uv_detail1	0
	***	fresnel_workflow	1
	***	alpha_test_shadow_caster_only	0
	***	materials_per_buffer	2
	***	hw_gamma_read	1
	***	normal_map_tex_idx	1
	***	hlms_skeleton	0
	***	hlms_pssm_splits_minus_one	-1
	***	partial_pso_clip_distances	0
	***	syntax	-334286542
	***	NeedsMoreThan1BonePerVertex	-1
	***	hlms_lights_point	1
	***	diffuse_map_sampler	2
	***	metal	-1698855755
	***	detail_map_nm1_sampler	1
	***	s_lights_directional_non_caster	1
	***	uv_detail0	0
	***	uv_diffuse	0
	***	diffuse_map	1
	***	needs_refl_dir	1
	***	uv_detail_nm0	0
	***	detail_weight_map_sampler	1
	***	normal_rg_snorm	-1392068498
	***	specular_map	2
	***	diffuse_map_idx	0
	***	hlms_lights_attenuation	0
	***	detail_map_nm0_sampler	1
	***	hlms_render_depth_only	0
	***	normal_map_tex_sampler	2
	***	uv_detail2	0
	***	detail_map2_sampler	1
	***	full_pso_clip_distances	0
	***	textureMaps0	1
	***	detail_map0_sampler	1
	***	uv_roughness	0
	***	roughness_map	2
	***	receive_shadows	1
	***	textureMaps1	2
	***	needs_view_dir	1
	***	BRDF_CookTorrance	1
	***	use_planar_reflections	0
	***	specular_map_idx	1
	***	ambient_hemisphere	1
	***	hlms_normal	1
	***	num_samplers	2
	***	hlsl	-334286542
	***	normal_weight	0
	DONE DUMPING PROPERTIES
	DONE DUMPING PIECES
#endif

//#include "SyntaxHighlightingMisc.h"


#define ushort uint
#define ogre_float4x3 float4x3

//Short used for read operations. It's an int in GLSL & HLSL. An ushort in Metal
#define rshort2 int2
//Short used for write operations. It's an int in GLSL. An ushort in HLSL & Metal
#define wshort2 uint2

#define toFloat3x3( x ) ((float3x3)(x))
#define buildFloat3x3( row0, row1, row2 ) transpose( float3x3( row0, row1, row2 ) )

#define min3( a, b, c ) min( a, min( b, c ) )
#define max3( a, b, c ) max( a, max( b, c ) )

#define INLINE
#define NO_INTERPOLATION_PREFIX nointerpolation
#define NO_INTERPOLATION_SUFFIX

#define finalDrawId input.drawId
#define PARAMS_ARG_DECL
#define PARAMS_ARG

#define floatBitsToUint(x) asuint(x)
#define uintBitsToFloat(x) asfloat(x)
#define floatBitsToInt(x) asint(x)
#define fract frac
#define lessThan( a, b ) (a < b)

#define inVs_vertexId input.vertexId
#define inVs_vertex input.vertex
#define inVs_blendWeights input.blendWeights
#define inVs_blendIndices input.blendIndices
#define inVs_qtangent input.qtangent
#define inVs_drawId input.drawId

	#define inVs_uv0 input.uv0
#define outVs_Position outVs.gl_Position
#define outVs_clipDistance0 outVs.gl_ClipDistance0

#define gl_SampleMaskIn0 gl_SampleMask
#define interpolateAtSample( interp, subsample ) EvaluateAttributeAtSample( interp, subsample )
#define findLSB firstbitlow

#define outPs_colour0 outPs.colour0
#define OGRE_Sample( tex, sampler, uv ) tex.Sample( sampler, uv )
#define OGRE_SampleLevel( tex, sampler, uv, lod ) tex.SampleLevel( sampler, uv, lod )
#define OGRE_SampleArray2D( tex, sampler, uv, arrayIdx ) tex.Sample( sampler, float3( uv, arrayIdx ) )
#define OGRE_SampleArray2DLevel( tex, sampler, uv, arrayIdx, lod ) tex.SampleLevel( sampler, float3( uv, arrayIdx ), lod )
#define OGRE_SampleArrayCubeLevel( tex, sampler, uv, arrayIdx, lod ) tex.SampleLevel( sampler, float4( uv, arrayIdx ), lod )
#define OGRE_SampleGrad( tex, sampler, uv, ddx, ddy ) tex.SampleGrad( sampler, uv, ddx, ddy )
#define OGRE_SampleArray2DGrad( tex, sampler, uv, arrayIdx, ddx, ddy ) tex.SampleGrad( sampler, float3( uv, arrayIdx ), ddx, ddy )
#define OGRE_ddx( val ) ddx( val )
#define OGRE_ddy( val ) ddy( val )
#define OGRE_Load2D( tex, iuv, lod ) tex.Load( int3( iuv, lod ) )
#define OGRE_Load2DMS( tex, iuv, subsample ) tex.Load( iuv, subsample )

#define bufferFetch( buffer, idx ) buffer.Load( idx )
#define bufferFetch1( buffer, idx ) buffer.Load( idx ).x

#define CONST_BUFFER( bufferName, bindingPoint ) cbuffer bufferName : register(b##bindingPoint)
#define CONST_BUFFER_STRUCT_BEGIN( structName, bindingPoint ) cbuffer structName : register(b##bindingPoint) { struct _##structName
#define CONST_BUFFER_STRUCT_END( variableName ) variableName; }

#define FLAT_INTERPOLANT( decl, bindingPoint ) nointerpolation decl : TEXCOORD##bindingPoint
#define INTERPOLANT( decl, bindingPoint ) decl : TEXCOORD##bindingPoint


	#define UV_DIFFUSE(x) (x)
	#define UV_NORMAL(x) (x)
	#define UV_SPECULAR(x) (x)
	#define UV_ROUGHNESS(x) (x)
	#define UV_DETAIL_WEIGHT(x) (x)
	#define UV_DETAIL0(x) (x)
	#define UV_DETAIL1(x) (x)
	#define UV_DETAIL2(x) (x)
	#define UV_DETAIL3(x) (x)
	#define UV_DETAIL_NM0(x) (x)
	#define UV_DETAIL_NM1(x) (x)
	#define UV_DETAIL_NM2(x) (x)
	#define UV_DETAIL_NM3(x) (x)
	#define UV_EMISSIVE(x) (x)
	



	
		#define float_fresnel float
		#define make_float_fresnel( x ) x
	

	
			#define OGRE_DEPTH_CMP_GE( a, b ) (a) <= (b)
		#define OGRE_DEPTH_DEFAULT_CLEAR 0.0
	

	struct PixelData
	{
		
			float3 normal;
			
				float3 geomNormal;
			
			float4	diffuse;
			float3	specular;
			float	roughness;
			float_fresnel	F0;

			
				float3	viewDir;
				float	NdotV;
			

			
				float3 reflDir;
				float3 envColourS;
				float3 envColourD;
			
		
	};

	#define SampleDetailWeightMap( tex, sampler, uv, arrayIdx ) OGRE_SampleArray2D( tex, sampler, uv, arrayIdx )
	
	
		#define SampleDiffuse( tex, sampler, uv, arrayIdx ) OGRE_SampleArray2D( tex, sampler, uv, arrayIdx )
	
	
		#define SampleSpecular( tex, sampler, uv, arrayIdx ) OGRE_SampleArray2D( tex, sampler, uv, arrayIdx )
	
	
		#define SampleRoughness( tex, sampler, uv, arrayIdx ) OGRE_SampleArray2D( tex, sampler, uv, arrayIdx )
	
	
	

	

	
		INLINE float3 reconstructZfromTSNormal( float2 tsNormal2 )
		{
			float3 tsNormal;
			tsNormal.xy = tsNormal2.xy;
			tsNormal.z	= sqrt( max( 0.0f, 1.0f - tsNormal.x * tsNormal.x - tsNormal.y * tsNormal.y ) );
			return tsNormal.xyz;
		}

		
			//Normal texture must be in UV8/RG8_SNORM or BC5S format!
			#define getTSNormal( normalMap, samplerState, uv, normalIdx ) reconstructZfromTSNormal( OGRE_SampleArray2D( normalMap, samplerState, uv, normalIdx ).xy )
		
		
		
	

	

	
		
//Cook-Torrance
INLINE float3 BRDF( float3 lightDir, float3 lightDiffuse, float3 lightSpecular, PixelData pixelData )
{
    float3 halfWay = normalize( lightDir + pixelData.viewDir );
    float NdotL = saturate( dot( pixelData.normal, lightDir ) );
    float NdotH = clamp( dot( pixelData.normal, halfWay ), 0.001, 1.0 );
    float VdotH = clamp( dot( pixelData.viewDir, halfWay ), 0.001, 1.0 );

    float sqR = pixelData.roughness * pixelData.roughness;

	//Roughness/Distribution/NDF term (Beckmann distribution)
	//Formula:
	//	Where alpha = NdotH and m = roughness
	//	R = [ 1 / (m^2 x cos(alpha)^4 ] x [ e^( -tan(alpha)^2 / m^2 ) ]
	//	R = [ 1 / (m^2 x cos(alpha)^4 ] x [ e^( ( cos(alpha)^2 - 1 )  /  (m^2 cos(alpha)^2 ) ]
	float NdotH_sq = NdotH * NdotH;
	float roughness_a = 1.0 / ( 3.141592654 * sqR * NdotH_sq * NdotH_sq );//( 1 / (m^2 x cos(alpha)^4 )
	float roughness_b = NdotH_sq - 1.0;	//( cos(alpha)^2 - 1 )
	float roughness_c = sqR * NdotH_sq;		//( m^2 cos(alpha)^2 )

	//Avoid Inf * 0 = NaN; we need Inf * 0 = 0
	float R = min( roughness_a, 65504.0 ) * exp( roughness_b / roughness_c );

	//Geometric/Visibility term (Cook Torrance)
	float shared_geo = 2.0 * NdotH / VdotH;
    float geo_b	= shared_geo * pixelData.NdotV;
	float geo_c	= shared_geo * NdotL;
	float G	 	= min( 1.0, min( geo_b, geo_c ) );

	//Fresnel term (Schlick's approximation)
	//Formula:
	//	fresnelS = lerp( (1 - V*H)^5, 1, F0 )
	//	fresnelD = lerp( (1 - N*L)^5, 1, 1 - F0 ) [See s2010_course_note_practical_implementation_at_triace.pdf]
    float_fresnel fresnelS = pixelData.F0 + pow( 1.0 - VdotH, 5.0 ) * (1.0 - pixelData.F0);
    
        float fresnelD = 1.0f - fresnelS;
    

	//Avoid very small denominators, they go to NaN or cause aliasing artifacts
    float_fresnel Rs = ( fresnelS * (R * G)  ) / max( 4.0 * pixelData.NdotV * NdotL, 0.01 );

    return NdotL * (pixelData.specular.xyz * lightSpecular * Rs +
                    pixelData.diffuse.xyz * lightDiffuse * fresnelD);
}

		
		
	


// START UNIFORM DECLARATION

	
		
struct ShadowReceiverData
{
	float4x4 texViewProj;
	float2 shadowDepthRange;
	float2 padding;
	float4 invShadowMapSize;
};

struct Light
{
			float3 position;
		uint lightMask;
		float4 diffuse;		//.w contains numNonCasterDirectionalLights
	float3 specular;
};

#define numNonCasterDirectionalLights lights[0].diffuse.w

#define areaLightDiffuseMipmapStart areaApproxLights[0].diffuse.w
#define areaLightNumMipmapsSpecFactor areaApproxLights[0].specular.w

#define numAreaApproxLights areaApproxLights[0].doubleSided.y
#define numAreaApproxLightsWithMask areaApproxLights[0].doubleSided.z

#define numAreaLtcLights areaLtcLights[0].points[0].w

struct AreaLight
{
			float3 position;
		uint lightMask;
		float4 diffuse;		//[0].w contains diffuse mipmap start
	float4 specular;	//[0].w contains mipmap scale
	float4 attenuation;	//.w contains texture array idx
	//Custom 2D Shape:
	//  direction.xyz direction
	//  direction.w invHalfRectSize.x
	//  tangent.xyz tangent
	//  tangent.w invHalfRectSize.y
	float4 direction;
	float4 tangent;
	float4 doubleSided;	//.y contains numAreaApproxLights
						//.z contains numAreaApproxLightsWithMask
	};

struct AreaLtcLight
{
			float3 position;
		uint lightMask;
		float4 diffuse;			//.w contains attenuation range
	float4 specular;		//.w contains doubleSided
	float4 points[4];		//.w contains numAreaLtcLights
	};



//Uniforms that change per pass
CONST_BUFFER_STRUCT_BEGIN( PassBuffer, 0 )
{
	//Vertex shader (common to both receiver and casters)
	float4x4 viewProj;




	//Vertex shader
	float4x4 view;
	
	
	//-------------------------------------------------------------------------

	//Pixel shader
	float3x3 invViewMatCubemap;

	float padding; //Compatibility with GLSL



	float4 ambientUpperHemi;

	float4 ambientLowerHemi;
	float4 ambientHemisphereDir;


	Light lights[1];		

	


	
}
CONST_BUFFER_STRUCT_END( passBuf );

	
	
//Uniforms that change per Item/Entity, but change very infrequently
struct Material
{
	/* kD is already divided by PI to make it energy conserving.
	  (formula is finalDiffuse = NdotL * surfaceDiffuse / PI)
	*/
	float4 bgDiffuse;
	float4 kD; //kD.w is alpha_test_threshold
	float4 kS; //kS.w is roughness
	//Fresnel coefficient, may be per colour component (float3) or scalar (float)
	//F0.w is transparency
	float4 F0;
	float4 normalWeights;
	float4 cDetailWeights;
	float4 detailOffsetScale[4];
	float4 emissive;		//emissive.w contains mNormalMapWeight.
	float4 userValue[3];

	
		uint4 indices0_3;
		uint4 indices4_7;
	
	
};
	
	
		CONST_BUFFER( MaterialBuf, 1 )
		{
			Material materialArray[2];
		};
	
	
		//Uniforms that change per Item/Entity
		CONST_BUFFER( InstanceBuffer, 2 )
		{
			//.x =
			//The lower 9 bits contain the material's start index.
			//The higher 23 bits contain the world matrix start index.
			//
			//.y =
			//shadowConstantBias. Send the bias directly to avoid an
			//unnecessary indirection during the shadow mapping pass.
			//Must be loaded with uintBitsToFloat
			//
			//.z =
			//lightMask. Ogre must have been compiled with OGRE_NO_FINE_LIGHT_MASK_GRANULARITY
			
				uint4 worldMaterialIdx[2];
					};
	
	


// END UNIFORM DECLARATION
struct PS_INPUT
{

	
					
				FLAT_INTERPOLANT( ushort drawId, 0 );
					
		
			INTERPOLANT( float3 pos, 1 );
			INTERPOLANT( float3 normal, 2 );
			
				INTERPOLANT( float3 tangent, 3 );
											
			INTERPOLANT( float2 uv0, 4 );
								

};















	Texture2DArray textureMaps0 : register(t1);
	Texture2DArray textureMaps1 : register(t2);




	SamplerState samplerState1 : register(s1);
	SamplerState samplerState2 : register(s2);













	struct PS_OUTPUT
	{
		
			float4 colour0 : SV_Target0;
		
	};




PS_OUTPUT main
(
	PS_INPUT inPs
	
	
	
)
{
	PS_OUTPUT outPs;
	
	
	
		PixelData pixelData;

		
	
		
            ushort materialId	= worldMaterialIdx[inPs.drawId].x & 0x1FFu;
            #define material materialArray[materialId]
		
	

		
	
				ushort texIndex_diffuseIdx			= material.indices0_3.x & 0x0000FFFFu;
		
		
		
		
		
	

		
	
				ushort texIndex_normalIdx			= material.indices0_3.x >> 16u;
				ushort texIndex_specularIdx			= material.indices0_3.y & 0x0000FFFFu;
				ushort texIndex_roughnessIdx		= material.indices0_3.y >> 16u;
		
		
		
		
		
		
	

		
		

		
	


		
	/// Sample detail maps and weight them against the weight map in the next foreach loop.
	


		
			
	/// DIFFUSE MAP
	
		pixelData.diffuse = SampleDiffuse( textureMaps0,
										   samplerState2,
										   UV_DIFFUSE( inPs.uv0.xy ),
										   texIndex_diffuseIdx );
	

	/// Blend the detail diffuse maps with the main diffuse.
	

	/// Apply the material's diffuse over the textures
	pixelData.diffuse.xyz *= material.kD.xyz;
	

	

		

		
	/// SPECUlAR MAP
	pixelData.specular.xyz = material.kS.xyz;
	
		pixelData.F0 = material.F0.x;
		
		
			pixelData.F0.xyz *= SampleSpecular( textureMaps1,
												samplerState1,
												UV_SPECULAR( inPs.uv0.xy ),
												texIndex_specularIdx ).x;
		
	
	

		
	/// ROUGHNESS MAP
	pixelData.roughness = material.kS.w;
	
		pixelData.roughness *= SampleRoughness( textureMaps1,
												samplerState2,
												UV_ROUGHNESS( inPs.uv0.xy ),
												texIndex_roughnessIdx ).x;
		pixelData.roughness = max( pixelData.roughness, 0.001f );
	




		

		
			
	
		//Normal mapping.
		pixelData.geomNormal = normalize( inPs.normal ) ;
		float3 vTangent		= normalize( inPs.tangent );

		

		//Get the TBN matrix
		float3 vBinormal	= normalize( cross( pixelData.geomNormal, vTangent ) );
		float3x3 TBN		= buildFloat3x3( vTangent, vBinormal, pixelData.geomNormal );

		
			pixelData.normal = getTSNormal( textureMaps1,
											samplerState2,
											UV_NORMAL( inPs.uv0.xy ),
											texIndex_normalIdx );
		
		
	

			
	/// If there is no normal map, the first iteration must
	/// initialize pixelData.normal instead of try to merge with it.
	
		
		
	

	

	

	/// Blend the detail normal maps with the main normal.
	
	


			

			

			
				pixelData.normal = normalize( mul( TBN, pixelData.normal ) );
			

			

		

		
			
	//Everything's in Camera space
	
		pixelData.viewDir	= normalize( -inPs.pos );
		pixelData.NdotV		= saturate( dot( pixelData.normal, pixelData.viewDir ) );
	

	
		float3 finalColour = float3(0, 0, 0);
	

	
		float3 lightDir;
		float fDistance;
		float3 tmpColour;
		float spotCosAngle;
	
	
		pixelData.reflDir = 2.0 * dot( pixelData.viewDir, pixelData.normal ) * pixelData.normal - pixelData.viewDir;
	


			

			
				
	
	

	
		
			
				finalColour += BRDF( passBuf.lights[0].position.xyz, passBuf.lights[0].diffuse.xyz, passBuf.lights[0].specular, pixelData );
	

			

			
	

			
	


			
			

			
			
			

			
	


			

			

			

			
				float ambientWD = dot( passBuf.ambientHemisphereDir.xyz, pixelData.normal ) * 0.5 + 0.5;
				float ambientWS = dot( passBuf.ambientHemisphereDir.xyz, pixelData.reflDir ) * 0.5 + 0.5;

				
					pixelData.envColourS = lerp( passBuf.ambientLowerHemi.xyz, passBuf.ambientUpperHemi.xyz, ambientWD );
					pixelData.envColourD = lerp( passBuf.ambientLowerHemi.xyz, passBuf.ambientUpperHemi.xyz, ambientWS );
				
			

            
				
    float VdotH = saturate( dot( pixelData.viewDir, normalize( pixelData.reflDir + pixelData.viewDir ) ) );
    float_fresnel fresnelS = pixelData.F0 + pow( 1.0 - VdotH, 5.0 ) * (max( make_float_fresnel( 1.0 - pixelData.roughness ), pixelData.F0 ) - pixelData.F0);

	
        float fresnelD = 1.0f - fresnelS;
    

	finalColour += pixelData.envColourD * pixelData.diffuse.xyz * fresnelD +
                   pixelData.envColourS * pixelData.specular.xyz * fresnelS;

			
		///!hlms_prepass

	///!hlms_normal || hlms_qtangent

	
		
			
				
					outPs_colour0.xyz	= finalColour;
				

				
					outPs_colour0.w		= 1.0;
				

				
			
		
	

	

	


	return outPs;

}


Once you're there, walk up the stack up to Hlms::getMaterial and from there you can see queuedRenderable.
queuedRenderable.movableObject will tell you the Item, queuedRenderable.renderable will tell you the SubItem that's causing the exception.
queuedRenderable.renderable.mHlmsDatablock will tell you the datablock that's causing the error.
I cannot get the place you mentioned. It happens durction RenderOneFrame. This is my stacktrace:

Code: Select all

 	ucrtbased.dll!041634d6()	Unbekannt
 	[Die unten aufgeführten Frames sind möglicherweise nicht korrekt und/oder fehlen, für "ucrtbased.dll" wurden keine Symbole geladen.]	Unbekannt
 	[Externer Code]	
 	RenderSystem_Direct3D11_d.dll!Ogre::D3D11HLSLProgram::getPixelShader() Zeile 2221	C++
 	RenderSystem_Direct3D11_d.dll!Ogre::D3D11RenderSystem::_setPipelineStateObject(const Ogre::HlmsPso * pso) Zeile 3193	C++
>	OgreMain_d.dll!Ogre::CommandBuffer::execute_setPso(Ogre::CommandBuffer * _this, const Ogre::CbBase * _cmd) Zeile 47	C++
 	OgreMain_d.dll!Ogre::CommandBuffer::execute() Zeile 103	C++
 	OgreMain_d.dll!Ogre::RenderQueue::render(Ogre::RenderSystem * rs, unsigned char firstRq, unsigned char lastRq, bool casterPass, bool dualParaboloid) Zeile 460	C++
 	OgreMain_d.dll!Ogre::SceneManager::_renderPhase02(Ogre::Camera * camera, const Ogre::Camera * lodCamera, Ogre::Viewport * vp, unsigned char firstRq, unsigned char lastRq, bool includeOverlays) Zeile 1381	C++
 	OgreMain_d.dll!Ogre::Camera::_renderScenePhase02(const Ogre::Camera * lodCamera, Ogre::Viewport * vp, unsigned char firstRq, unsigned char lastRq, bool includeOverlays) Zeile 405	C++
 	OgreMain_d.dll!Ogre::Viewport::_updateRenderPhase02(Ogre::Camera * camera, const Ogre::Camera * lodCamera, unsigned char firstRq, unsigned char lastRq) Zeile 244	C++
 	OgreMain_d.dll!Ogre::CompositorPassScene::execute(const Ogre::Camera * lodCamera) Zeile 218	C++
 	OgreMain_d.dll!Ogre::CompositorNode::_update(const Ogre::Camera * lodCamera, Ogre::SceneManager * sceneManager) Zeile 892	C++
 	OgreMain_d.dll!Ogre::CompositorWorkspace::_update() Zeile 796	C++
 	OgreMain_d.dll!Ogre::CompositorManager2::_updateImplementation(Ogre::SceneManagerEnumerator & sceneManagers, Ogre::HlmsManager * hlmsManager) Zeile 727	C++
 	OgreMain_d.dll!Ogre::RenderSystem::updateCompositorManager(Ogre::CompositorManager2 * compositorManager, Ogre::SceneManagerEnumerator & sceneManagers, Ogre::HlmsManager * hlmsManager) Zeile 1357	C++
 	OgreMain_d.dll!Ogre::CompositorManager2::_update(Ogre::SceneManagerEnumerator & sceneManagers, Ogre::HlmsManager * hlmsManager) Zeile 654	C++
 	OgreMain_d.dll!Ogre::Root::_updateAllRenderTargets() Zeile 1578	C++
 	OgreMain_d.dll!Ogre::Root::renderOneFrame() Zeile 1100	C++
 	NOWA_Engine_d.dll!NOWA::AppStateManager::restrictedFPSRendering() Zeile 228	C++
 	NOWA_Engine_d.dll!NOWA::AppStateManager::start(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & applicationStateName, bool renderWhenInactive, bool restrictFps) Zeile 96	C++
 	NOWA_Design_d.exe!MainApplication::startSimulation(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & configName) Zeile 74	C++
 	NOWA_Design_d.exe!WinMain(HINSTANCE__ * hInst, HINSTANCE__ * __formal, char * strCmdLine, int __formal) Zeile 20	C++
 	[Externer Code]	
There is nothing with "getMaterial".

Best Regards
Lax

http://www.lukas-kalinowski.com/Homepage/?page_id=1631
Please support Second Earth Technic Base built of Lego bricks for Lego ideas: https://ideas.lego.com/projects/81b9bd1 ... b97b79be62

rujialiu
Goblin
Posts: 296
Joined: Mon May 09, 2016 8:21 am
x 35

Re: Knowing which datablock causes pixelshader error

Post by rujialiu »

Lax wrote: Thu Jul 11, 2019 5:11 pm There is nothing with "getMaterial".
hmmm... it's strange.. the exception should be raised during compileShaderCode(). But anyway, since you implemented the listener and it looks like the listener's log matches the bad shader's pieces, you can place a breakpoint in the listener and you can inspect the renderable (maybe the renderable's parent item's name can give you enough information?)
User avatar
dark_sylinc
OGRE Team Member
OGRE Team Member
Posts: 5296
Joined: Sat Jul 21, 2007 4:55 pm
Location: Buenos Aires, Argentina
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Re: Knowing which datablock causes pixelshader error

Post by dark_sylinc »

I took a look at the shader you've uploaded and it was indeed our bug. Fixed.
I cannot get the place you mentioned. It happens durction RenderOneFrame. This is my stacktrace:
There is nothing with "getMaterial".
Well, it was warning you too late, which I don't know why it's giving you the error so late. If you step inside Hlms::compileShaderCode and modify it to:

Code: Select all

//Don't create and compile if template requested not to
if( !getProperty( HlmsBaseProp::DisableStage ) )
{
    codeCache.shaders[i] = compileShaderCode( outString, debugFilenameOutput,
                                              finalHash, static_cast<ShaderType>( i ) );
}

//This is new:
if( codeCache.shaders[i]->hasCompileError() )
{
    throw; //Place a breakpoint here!!!
}
You should get the error at the right moment it fails.
Lax
Hobgoblin
Posts: 583
Joined: Mon Aug 06, 2007 12:53 pm
Location: Saarland, Germany
x 50

Re: Knowing which datablock causes pixelshader error

Post by Lax »

Hi dark_sylinc,

thanks, now the datablocks can be loaded correctly :D

Best Regards
Lax

http://www.lukas-kalinowski.com/Homepage/?page_id=1631
Please support Second Earth Technic Base built of Lego bricks for Lego ideas: https://ideas.lego.com/projects/81b9bd1 ... b97b79be62

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