Ogre Version: 13.6.5
Operating System: windows
Render System: Dx11
Hi,
I updated the SHMUP Creator to DirectX11, and if the update works well for most users, some others complain about the post-processing not working anymore.
I don't reproduce with my PCs, but for example, if an user uses the Pixelate compositor effect:
Ogre.log
Code: Select all
21:20:45: -------------------------
21:20:45: D3D11: Subsystem Initialising
21:20:45: D3D11: Driver Detection Starts
21:20:45: D3D11: "Intel(R) Arc(TM) A770 Graphics"
21:20:45: D3D11: "Intel(R) UHD Graphics 770"
21:20:45: D3D11: "Microsoft Basic Render Driver (software)"
21:20:45: D3D11: Driver Detection Ends
21:20:45: D3D11: Requested "(default)", selected "Intel(R) Arc(TM) A770 Graphics"
21:20:45: D3D11: Device Feature Level 11.1
21:20:45: ***************************************
21:20:45: *** D3D11: Subsystem Initialized OK ***
21:20:45: ***************************************
21:20:45: Display DPI - ddpi: 96 - hdpi: 96 - vdpi: 96
21:20:45: DesktopDisplayMode - w: 2560 - h: 1440
21:20:45: CurrentDesktopDisplayMode - w: 2560 - h: 1440
21:20:45: Screen mode: Windowed
21:20:45: GL_getDrawableSize - w: 1280 - h: 1240
21:20:45: RenderSystem::_createRenderWindow "SHMUP CREATOR by bulo studio - v1.6.1.5", 1280x1240 windowed miscParams: FSAA=4 border=fixed externalWindowHandle=199704 gamma=false monitorIndex=0 title=SHMUP CREATOR by bulo studio - v1.6.1.5 vsync=true
21:20:45: D3D11: Created D3D11 Rendering Window 'SHMUP CREATOR by bulo studio - v1.6.1.5' : 1280x1240
21:20:45: Registering ResourceManager for type Texture
21:20:45: RenderSystem capabilities
21:20:45: -------------------------
21:20:45: RenderSystem Name: Direct3D11 Rendering Subsystem
21:20:45: GPU Vendor: intel
21:20:45: Device Name: Intel(R) Arc(TM) A770 Graphics
21:20:45: Driver Version: 31.0.101.4502
21:20:45: * Fixed function pipeline: no
21:20:45: * 32-bit index buffers: yes
21:20:45: * Hardware stencil buffer: yes
21:20:45: - Two sided stencil support: yes
21:20:45: - Wrap stencil values: yes
21:20:45: * Vertex programs: yes
21:20:45: - Number of constant 4-vectors: 4096
21:20:45: * Fragment programs: yes
21:20:45: - Number of constant 4-vectors: 4096
21:20:45: * Geometry programs: yes
21:20:45: - Number of constant 4-vectors: 4096
21:20:45: * Tessellation Hull programs: yes
21:20:45: - Number of constant 4-vectors: 4096
21:20:45: * Tessellation Domain programs: yes
21:20:45: - Number of constant 4-vectors: 4096
21:20:45: * Compute programs: yes
21:20:45: - Number of constant 4-vectors: 4096
21:20:45: * Supported Shader Profiles: cs_4_0 cs_4_1 cs_5_0 ds_5_0 gs_4_0 gs_4_1 gs_5_0 hlsl hs_5_0 ps_2_0 ps_2_a ps_2_b ps_3_0 ps_4_0 ps_4_0_level_9_1 ps_4_0_level_9_3 ps_4_1 ps_5_0 vs_2_0 vs_2_a vs_3_0 vs_4_0 vs_4_0_level_9_1 vs_4_0_level_9_3 vs_4_1 vs_5_0
21:20:45: * Read-back compiled shader: yes
21:20:45: * Number of vertex attributes: 32
21:20:45: * Textures
21:20:45: - Number of texture units: 16
21:20:45: - Floating point: yes
21:20:45: - Non-power-of-two: yes
21:20:45: - 1D textures: yes
21:20:45: - 2D array textures: yes
21:20:45: - 3D textures: yes
21:20:45: - Anisotropic filtering: yes
21:20:45: * Texture Compression: yes
21:20:45: - DXT: yes
21:20:45: - VTC: no
21:20:45: - PVRTC: no
21:20:45: - ATC: no
21:20:45: - ETC1: no
21:20:45: - ETC2: no
21:20:45: - BC4/BC5: no
21:20:45: - BC6H/BC7: yes
21:20:45: - ASTC: no
21:20:45: - Automatic mipmap generation: no
21:20:45: * Vertex Buffers
21:20:45: - Render to Vertex Buffer: yes
21:20:45: - Instance Data: yes
21:20:45: - Primitive Restart: yes
21:20:45: - INT_10_10_10_2_NORM element type: no
21:20:45: * Vertex texture fetch: yes
21:20:45: - Max vertex textures: 4
21:20:45: - Vertex textures shared: no
21:20:45: * Read/Write Buffers: no
21:20:45: * Hardware Occlusion Query: yes
21:20:45: * User clip planes: yes
21:20:45: * Depth clamping: yes
21:20:45: * Hardware render-to-texture: yes
21:20:45: - Multiple Render Targets: 8
21:20:45: - With different bit depths: yes
21:20:45: * Point Sprites: no
21:20:45: * Wide Lines: no
21:20:45: * Hardware Gamma: no
(No scripts compilation errors)
This is without the compositor:
This is with the compositor:
The Pixelate compositor:
Code: Select all
compositor pixelateFX
{
technique
{
texture scene target_width target_height PF_A8R8G8B8
// the scene we want to modulate
target scene
{
input previous
}
target_output
{
input none
shadows off
pass render_quad
{
material modulatePixelate_out
input 0 scene
}
}
}
}
The Pixelate material:
Code: Select all
vertex_program pixelate_out_vs hlsl
{
source pixelate.hlsl
entry_point pixelate_out_vs
target vs_3_0
default_params
{
param_named_auto worldViewProj worldviewproj_matrix
}
}
fragment_program pixelate_out_ps hlsl
{
source pixelate.hlsl
entry_point pixelate_out
target ps_3_0
default_params
{
param_named pixelSize float 1
param_named_auto resoWidth viewport_width
param_named_auto resoHeigth viewport_height
}
}
material modulatePixelate_out
{
technique
{
pass
{
cull_hardware none
depth_check off
depth_func always_pass
polygon_mode_overrideable false
vertex_program_ref pixelate_out_vs
{
}
fragment_program_ref pixelate_out_ps
{
}
texture_unit RT
{
tex_coord_set 0
tex_address_mode clamp
filtering linear linear linear
}
}
}
}
And the Pixelate shader:
Code: Select all
struct VIn
{
float4 p : POSITION;
float2 uv : TEXCOORD0;
};
struct VOut
{
float4 p : SV_POSITION;
float2 uv : TEXCOORD0;
};
struct PIn
{
float4 p : SV_POSITION;
float2 uv : TEXCOORD0;
};
struct POut
{
half4 c : COLOR;
};
VOut pixelate_out_vs(VIn IN,
uniform float4x4 worldViewProj)
{
VOut OUT;
OUT.p = mul(worldViewProj, IN.p);
OUT.uv = IN.uv;
return OUT;
}
float4 pixelate_out( PIn IN,
uniform float pixelSize,
uniform float resoWidth ,
uniform float resoHeigth ,
uniform sampler RT: register(s0)
) : SV_TARGET {
half dx = pixelSize*(1.0/resoWidth);
half dy = pixelSize*(1.0/resoHeigth);
float2 uv = IN.uv;
uv = half2(dx*floor(uv.x/dx), dy*floor(uv.y/dy));
float3 finalcol = tex2D(RT, uv).xyz;
return float4(finalcol,1.0);
}
In my code, I create the compositor and sometimes use notifyResized();
Another user has a similar issue with its AMD Radeon Vega 8 Graphics:
I really don't know what can be the issue: maybe UVs are wrong?
Suny