Open aron7awol opened 5 months ago
I also have a similar problem. Since 2024.06.02, lilium__hdr_and_sdr_analysis failed to complie with Assassin's Creed Odyssey, which has no problem with 2024.04.18. Here is ReShade.log
2024.06.02 build fails to compile with the following error
On another PC last night I was getting a different error: "typed UAV loads are only allowed for single-component 32-bit element types"
I will post a screenshot of that exact error and log when I get back to that PC
Previous 2024.04.18 build works fine on both PCs
The first error is because of the max amount of textures being used up in DirectX 11. This should not happen. Please test with a clean install of the current master (download here) first. If that does not work I suspect Nvidia driver hacks doing weird stuff.
For the second error I also suspect Nvidia driver hacks doing weird stuff again. I knew about this for while since I have it tracked in issue #16 but have not looked into yet.
EDIT: One possible solution that could fix Nvidia driver hacks getting in the way is renaming the executable. No idea if that works but I think the driver hacks may be linked to how the executable is named. So please try renaming it to something weird lol.
The first error is because of the max amount of textures being used up in DirectX 11. This should not happen. Please test with a clean install of the current master ([download here]
In case it is relevant, I am using DirectX 9. Edit: Actually, to clarify, the renderer (madVR) is using DirectX 11 for presentation, though for the Reshade rendering API I have to choose D3D9, I believe because the player uses D3d9. If I choose D3D11, Reshade does not load at all. This all worked perfectly fine with the previous build, however.
I will test on my other nvidia GPU PC as well tonight.
Edit2: Just tested with a DirectX 11 player with DirectX 11 as the Reshade rendering API. Log attached... (Intel GPU on this PC) ReShade.log
The first error is because of the max amount of textures being used up in DirectX 11. This should not happen. Please test with a clean install of the current master ([download here]
In case it is relevant, I am using DirectX 9. Edit: Actually, to clarify, the renderer (madVR) is using DirectX 11 for presentation, though for the Reshade rendering API I have to choose D3D9, I believe because the player uses D3d9. If I choose D3D11, Reshade does not load at all. This all worked perfectly fine with the previous build, however.
I will test on my other nvidia GPU PC as well tonight.
Edit2: Just tested with a DirectX 11 player with DirectX 11 as the Reshade rendering API. Log attached... (Intel GPU on this PC) ReShade.log
MPDN relies on a lot of dead/unsupported software (.NET 4.0 and an AMD SDK I can't find) and I can't get it to run on my PC too. So nothing I can do there. Unless you find the issue I can't help you here.
My suspicion is too many textures or samplers or similar things in use. I remember having to change something related to this which was added with the latest pre-release. I can't undo that change because it's needed.
Though I am planning to consolidate some textures in the future, maybe that will help.
EDIT: I tested all my DirectX 11 games and mpv (also DirectX 11) and they all work...
Thanks. I don't actually want to use MPDN anyway, I was just trying it to see if I could get your shader to compile, and if it did and worked for HDR passthrough I would just use it for HDR video analysis and not bother you anymore :)
I see you said mpv is working for you. I have not been able to get it to work, so would you mind sharing an mpv config which works for you so I can test it on my end?
Thanks. I don't actually want to use MPDN anyway, I was just trying it to see if I could get your shader to compile, and if it did and worked for HDR passthrough I would just use it for HDR video analysis and not bother you anymore :)
I see you said mpv is working for you. I have not been able to get it to work, so would you mind sharing an mpv config which works for you so I can test it on my end?
this config is enough:
vo=gpu-next
gpu-api=d3d11
gpu-context=d3d11
dither-depth=10
d3d11-output-format=rgb10_a2
target-colorspace-hint=yes
dither=no
deband=no
need to install ReShade for DirectX 11. if it still does not work, try renaming dxgi.dll
to d3d11.dll
dither and debanding are disabled as to not skew the results
Okay, with that config it seems to compile but Reshade seems incredibly unresponsive and I haven't even been able to see if the shader is actually working. I have to repeatedly hit Home a ton of times to get it to respond, then the mouse cursor freezes and mpv seems to hang. Is there something I'm missing with mpv and Reshade and your shader? This is a fresh mpv folder with just reshade d3d11 and your hdr analysis shader. Sorry to bother you again, i'm just at a loss as far as what the problem could be.
Okay, with that config it seems to compile but Reshade seems incredibly unresponsive and I haven't even been able to see if the shader is actually working. I have to repeatedly hit Home a ton of times to get it to respond, then the mouse cursor freezes and mpv seems to hang. Is there something I'm missing with mpv and Reshade and your shader? This is a fresh mpv folder with just reshade d3d11 and your hdr analysis shader. Sorry to bother you again, i'm just at a loss as far as what the problem could be.
pausing playback causes these issues iirc, because mpv stops rendering. otherwise idk. I always am on the latest nightly build from Shinchiro
I also get this error on my AMD 7900XT GPU on Win10 (Driver 24.4.1) with 2024.06.07 build and older builds too, so it seems the problem is not limited to Nvidia drivers.
"15:58:09:431 [12588] | ERROR | Failed to create graphics pipeline for pass 0 in technique 'lilium__hdr_and_sdr_analysis' in "C:\Program Files (x86)\Steam\steamapps\common\Dark Souls II\Game\reshade-shaders\Shaders\lilium__hdr_and_sdr_analysis.fx"!"
I'm using Endless flowering dxvk and plumbo auto-hdr shader to inject HDR into Dark Souls 2 and wanted to verify how bright the output gets with Lilium hdr and sdr analysis shader but reshade 6.1.1 (non-Add-on) cannot compile it for some reason.
I also get this error on my AMD 7900XT GPU on Win10 (Driver 24.4.1) with 2024.06.07 build and older builds too, so it seems the problem is not limited to Nvidia drivers.
"15:58:09:431 [12588] | ERROR | Failed to create graphics pipeline for pass 0 in technique 'lilium__hdr_and_sdr_analysis' in "C:\Program Files (x86)\Steam\steamapps\common\Dark Souls II\Game\reshade-shaders\Shaders\lilium__hdr_and_sdr_analysis.fx"!"
I'm using Endless flowering dxvk and plumbo auto-hdr shader to inject HDR into Dark Souls 2 and wanted to verify how bright the output gets with Lilium hdr and sdr analysis shader but reshade 6.1.1 (non-Add-on) cannot compile it for some reason.
I am currently taking a break and rewriting the shaders so this is not an issue will take some time. So do not expect a fix any time soon. Sorry.
I also get this error on my AMD 7900XT GPU on Win10 (Driver 24.4.1) with 2024.06.07 build and older builds too, so it seems the problem is not limited to Nvidia drivers. "15:58:09:431 [12588] | ERROR | Failed to create graphics pipeline for pass 0 in technique 'lilium__hdr_and_sdr_analysis' in "C:\Program Files (x86)\Steam\steamapps\common\Dark Souls II\Game\reshade-shaders\Shaders\lilium__hdr_and_sdr_analysis.fx"!" I'm using Endless flowering dxvk and plumbo auto-hdr shader to inject HDR into Dark Souls 2 and wanted to verify how bright the output gets with Lilium hdr and sdr analysis shader but reshade 6.1.1 (non-Add-on) cannot compile it for some reason.
I am currently taking a break and rewriting the shaders so this is not an issue will take some time. So do not expect a fix any time soon. Sorry.
No problem, I don't expect anything, just pointing things out.
for some of you this might work: https://github.com/EndlesslyFlowering/ReShade_HDR_shaders/issues/35#issuecomment-2272415117:
from what I have learned this is due to games shipping unexpected/outdated versions of
d3dcompiler_47.dll
. you can try renaming that file and see if it works. it should not cause any issues with the game.
I also keep on having compiling issues with newer "ReShade_HDR_shaders" versions in several games (like RE7, Silent Hill 2).
Older versions like "2023.08.15" don't have any issues with compiling.
WIN 11, AMD 6800XT
Thanks for your amazing shaders :)
I also keep on having compiling issues with newer "ReShade_HDR_shaders" versions in several games (like RE7, Silent Hill 2).
Older versions like "2023.08.15" don't have any issues with compiling.
WIN 11, AMD 6800XT
Thanks for your amazing shaders :)
Send a log please.
Never mind. I checked the log and Reshade was not up to date. I never actually realized shaders and add-ons need an updated Reshade version. My bad
Never mind. I checked the log and Reshade was not up to date. I never actually realized shaders and add-ons need an updated Reshade version. My bad
There is a fix in 6.3.2 that I am relying on. Otherwise the HDR analysis shader would be semi unusable.
2024.06.02 build fails to compile with the following error
On another PC last night I was getting a different error: "typed UAV loads are only allowed for single-component 32-bit element types"
I will post a screenshot of that exact error and log when I get back to that PC
Previous 2024.04.18 build works fine on both PCs