DrBeef / QuestZDoom

Quest VR Port of the popular LZDoom/GZDoom Engine with full 6DoF
GNU General Public License v3.0
54 stars 8 forks source link

DeepDream mod support #8

Open usualstuff opened 3 years ago

usualstuff commented 3 years ago

Hello there.

First of all thank you so much for the port: I had a really great time with it.

I have a question: is it possible to add support for DeepDream mod by kingdomakrillic? I think it should be great addition. Right now it crashes with Unable to load shader WeaponShader error. The mod itself is working with windows version of gzdoom and can be found here: http://www.mediafire.com/?z7wrmazotn6ws

Thanks!

Full log:

QzDoom version DrBeef's QuestZDoom-1.1.3 (LZDoom 3.85)
M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
 adding /sdcard/QuestZDoom/res/lzdoom.pk3, 710 lumps
 adding /sdcard/QuestZDoom/res/lz_game_support.pk3, 291 lumps
 adding ./wads/doom.wad, 2306 lumps
 adding mods/DeepDreamDoom_v11.pk3, 9645 lumps
 adding mods/laser-sight-0.5.5-vr.pk3, 14 lumps
 adding mods/Ultimate-Cheat-Menu.zip, 1 lumps
I_Init: Setting up machine state.
I_InitSound: Initializing OpenAL
  Opened device OpenSL
V_Init: allocate screen.
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
  Opened device OpenSL
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script error, "DeepDreamDoom_v11.pk3:deco/player/shotgun.txt" line 77:
NODELAY may only be used immediately after Spawn:
Script error, "DeepDreamDoom_v11.pk3:deco/player/ssg.txt" line 175:
NODELAY may only be used immediately after Spawn:
Script error, "DeepDreamDoom_v11.pk3:deco/player/chaingun.txt" line 78:
NODELAY may only be used immediately after Spawn:
script parsing took 0.00 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
HW buffers = 4
NPOT allowedBGRA allowedUINT element index allowedGL_VENDOR: Qualcomm
GL_RENDERER: Adreno (TM) 650
GL_VERSION: OpenGL ES 3.2 V@0514.0 (GIT@e476303, I6ee69334e3, 1604729623) (Date:11/06/20) (Compatibility profile)
GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 3.20
GL_EXTENSIONS: GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_vertex_half_float GL_OES_framebuffer_object GL_OES_rgb8_rgba8 GL_OES_compressed_ETC1_RGB8_texture GL_AMD_compressed_ATC_texture GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_hdr GL_OES_texture_compression_astc GL_OES_texture_npot GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_OES_texture_3D GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_QCOM_alpha_test GL_OES_depth24 GL_OES_packed_depth_stencil GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_EXT_sRGB GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_EXT_texture_type_2_10_10_10_REV GL_EXT_texture_sRGB_decode GL_EXT_texture_format_sRGB_override GL_OES_element_index_uint GL_EXT_copy_image GL_EXT_geometry_shader GL_EXT_tessellation_shader GL_OES_texture_stencil8 GL_EXT_shader_io_blocks GL_OES_shader_image_atomic GL_OES_sample_variables GL_EXT_texture_border_clamp GL_EXT_EGL_image_external_wrap_modes GL_EXT_multisampled_render_to_texture GL_EXT_multisampled_render_to_texture2 GL_OES_shader_multisample_interpolation GL_EXT_texture_cube_map_array GL_EXT_draw_buffers_indexed GL_EXT_gpu_shader5 GL_EXT_robustness GL_EXT_texture_buffer GL_EXT_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil GL_OES_texture_storage_multisample_2d_array GL_OES_sample_shading GL_OES_get_program_binary GL_EXT_debug_label GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_QCOM_tiled_rendering GL_ANDROID_extension_pack_es31a GL_EXT_primitive_bounding_box GL_OES_standard_derivatives GL_OES_vertex_array_object GL_EXT_disjoint_timer_query GL_KHR_debug GL_EXT_YUV_target GL_EXT_sRGB_write_control GL_EXT_texture_norm16 GL_EXT_discard_framebuffer GL_OES_surfaceless_context GL_OVR_multiview GL_OVR_multiview2 GL_EXT_texture_sRGB_R8 GL_KHR_no_error GL_EXT_debug_marker GL_OES_EGL_image_external_essl3 GL_OVR_multiview_multisampled_render_to_texture GL_EXT_buffer_storage GL_EXT_external_buffer GL_EXT_blit_framebuffer_params GL_EXT_clip_cull_distance GL_EXT_protected_textures GL_EXT_shader_non_constant_global_initializers GL_QCOM_texture_foveated GL_QCOM_texture_foveated_subsampled_layout GL_QCOM_shader_framebuffer_fetch_noncoherent GL_QCOM_shader_framebuffer_fetch_rate GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_EGL_image_array GL_NV_shader_noperspective_interpolation GL_KHR_robust_buffer_access_behavior GL_EXT_EGL_image_storage GL_EXT_blend_func_extended GL_EXT_clip_control GL_OES_texture_view GL_EXT_fragment_invocation_density GL_QCOM_motion_estimation GL_QCOM_validate_shader_binary GL_QCOM_YUV_texture_gather
Max. texture size: 16384
Max. uniform block size: 65536
Uniform block alignment: 32

**** DIED WITH FATAL ERROR:
Unable to load shader WeaponShader:
Init Shader 'WeaponShader':
Fragment shader:
ERROR: 0:18: '*' :  wrong operand types  no operation '*' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:18: '*' :  wrong operand types  no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:18: '*' :  wrong operand types  no operation '*' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:19: '*' :  wrong operand types  no operation '*' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:19: '*' :  wrong operand types  no operation '*' exists that takes a left-hand operand of type 'uniform float' and a right operand of type 'const int' (or there 
baggyg commented 3 years ago

The Shader parser on the Android is much stricter when it comes to GLSL language. There is nothing that can be done to QuestZDoom, but the mod itself can probably be tweaked to work.

However, looking at what the mod does, I suspect when you fix these it will highlight a lot more files that need to be fixed as well.

If I get chance at some point I'll have a look how many shaders there are and advise. However we would need to seek the creators permission to distribute a patched version of the mod

usualstuff commented 3 years ago

@baggyg thank you so much for a quick response! I'll try to contact the author of the mod to get the permission.