kockie69 / Visualizer

VCV Rack Visualizer based on ProjectM
GNU General Public License v3.0
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Spewing lots of stuff to stdout #20

Closed ContemporaryInsanity closed 2 years ago

ContemporaryInsanity commented 2 years ago

At a brief glance I assume your module is responsible, you might want to fix it? Different debug & release builds maybe.

Failed to parse HLSL(step2) Comp shader Source: uniform float4 texsize_pw_main; uniform float4 texsize_pc_main; uniform float4 texsize_noisevol_lq; uniform float4 texsize_noisevol_hq; uniform float4 texsize_noise_mq; uniform float4 texsize_noise_lq_lite; uniform float4 texsize_noise_lq; uniform float4 texsize_noise_hq; uniform float4 texsize_main; uniform float4 texsize_fw_main; uniform float4 texsize_fc_main; uniform sampler2D sampler_pw_main; uniform sampler2D sampler_pc_main; uniform sampler3D sampler_noisevol_lq; uniform sampler3D sampler_noisevol_hq; uniform sampler2D sampler_noise_mq; uniform sampler2D sampler_noise_lq_lite; uniform sampler2D sampler_noise_lq; uniform sampler2D sampler_noise_hq; uniform sampler2D sampler_main; uniform sampler2D sampler_fw_main; uniform sampler2D sampler_fc_main;

uniform float4 rand_frame; // random float4, updated each frame uniform float4 rand_preset; // random float4, updated once per preset uniform float4 _c0; // .xy: multiplier to use on UV's to paste // an image fullscreen, aspect-aware // .zw = inverse. uniform float4 _c1, _c2, _c3, _c4; uniform float4 _c5; // .xy = scale, bias for reading blur1 // .zw = scale, bias for reading blur2 uniform float4 _c6; // .xy = scale, bias for reading blur3 // .zw = blur1_min, blur1_max uniform float4 _c7; // .xy ~= float2(1024,768) // .zw ~= float2(1/1024.0, 1/768.0) uniform float4 _c8; // .xyzw ~= 0.5 + 0.5 cos( // time float4(~0.3, ~1.3, ~5, ~20)) uniform float4 _c9; // .xyzw ~= same, but using sin() uniform float4 _c10; // .xyzw ~= 0.5 + 0.5 cos( // time float4(~0.005, ~0.008, ~0.013, // ~0.022)) uniform float4 _c11; // .xyzw ~= same, but using sin() uniform float4 _c12; // .xyz = mip info for main image // (.x=#across, .y=#down, .z=avg) // .w = unused uniform float4 _c13; // .xy = blur2_min, blur2_max // .zw = blur3_min, blur3_max uniform float4 _qa; // q vars bank 1 [q1-q4] uniform float4 _qb; // q vars bank 2 [q5-q8] uniform float4 _qc; // q vars ... uniform float4 _qd; // q vars uniform float4 _qe; // q vars uniform float4 _qf; // q vars uniform float4 _qg; // q vars uniform float4 _qh; // q vars bank 8 [q29-q32]

// note: in general, don't use the current time w/the dynamic rotations!

// four random, static rotations, randomized at preset load time. // minor translation component (<1). uniform float4x3 rot_s1; uniform float4x3 rot_s2; uniform float4x3 rot_s3; uniform float4x3 rot_s4;

// four random, slowly changing rotations. uniform float4x3 rot_d1; uniform float4x3 rot_d2; uniform float4x3 rot_d3; uniform float4x3 rot_d4;

// faster-changing. uniform float4x3 rot_f1; uniform float4x3 rot_f2; uniform float4x3 rot_f3; uniform float4x3 rot_f4;

// very-fast-changing. uniform float4x3 rot_vf1; uniform float4x3 rot_vf2; uniform float4x3 rot_vf3; uniform float4x3 rot_vf4;

// ultra-fast-changing. uniform float4x3 rot_uf1; uniform float4x3 rot_uf2; uniform float4x3 rot_uf3; uniform float4x3 rot_uf4;

// Random every frame. uniform float4x3 rot_rand1; uniform float4x3 rot_rand2; uniform float4x3 rot_rand3; uniform float4x3 rot_rand4; float z, z0, w0, cloud, trel, zglob, struc, mat, bri, dist, radi; float2 uv0, uv1, uv2, uv3, uva; float3 sky, ambience; static const float Hell =(_qa.w); static const float3 skycolhi = 1; static const float3 skycollo = 0.1; static const float VisDist =(_qe.z); float3 matcol (float x) {return float3(.2x, pow(x-0.5,2), xx0.7) + float3(0.8, 0.75, 0.3);} void PS(float4 _vDiffuse : COLOR, float2 _uv : TEXCOORD0, float2 _rad_ang : TEXCOORD1, out float4 _return_value : COLOR) { float3 ret = 0;(_uv.xy) +=(_c7).zw/4; mat =(tex2D(sampler_main,(_uv.xy)).xyz).r; bri =(tex2D(sampler_main,(_uv.xy)).xyz).g1.2; float land =(saturate) (2-2(tex2D(sampler_main,(_uv.xy)).xyz).g); dist = (1-(tex2D(sampler_main,(_uv.xy)).xyz).b)0.99; float ov =(saturate) (((_uv.xy).y-0.5)1); sky = lerp (skycolhi,skycollo,lerp (ov, 1-ov,(_qg.w))); ambience = lerp (sky, Hell.2,(_qg.y)land); float2 uv1 =(_uv.xy)-float2(0.5,0); float z = 0.05/(uv1.y); float fogdens = tex2D(sampler_noise_hq, float2(uv1.xz/4+(_c2.x)0.0047, z)).r land ; ret = lerp (ambience, brimatcol(mat)ambience, pow(1-dist,(_qg.z)*fogdens));

_return_value = float4(ret.xyz, 1.0); }

written by martin END problem setting pipeline: Shader compilation error token prefix is g token prefix is g

/home/ewen/.Rack2/plugins/RPJVisualizer/res/presets_projectM/martin - Zen walk.milk(122) : Syntax error: expected ';' near 'written' Failed to parse HLSL(step2) Comp shader Source: uniform float4 texsize_pw_main; uniform float4 texsize_pc_main; uniform float4 texsize_noisevol_lq; uniform float4 texsize_noisevol_hq; uniform float4 texsize_noise_mq; uniform float4 texsize_noise_lq_lite; uniform float4 texsize_noise_lq; uniform float4 texsize_noise_hq; uniform float4 texsize_main; uniform float4 texsize_fw_main; uniform float4 texsize_fc_main; uniform sampler2D sampler_pw_main; uniform sampler2D sampler_pc_main; uniform sampler3D sampler_noisevol_lq; uniform sampler3D sampler_noisevol_hq; uniform sampler2D sampler_noise_mq; uniform sampler2D sampler_noise_lq_lite; uniform sampler2D sampler_noise_lq; uniform sampler2D sampler_noise_hq; uniform sampler2D sampler_main; uniform sampler2D sampler_fw_main; uniform sampler2D sampler_fc_main; uniform float4 rand_frame; // random float4, updated each frame uniform float4 rand_preset; // random float4, updated once per *preset* uniform float4 _c0; // .xy: multiplier to use on UV's to paste // an image fullscreen, *aspect-aware* // .zw = inverse. uniform float4 _c1, _c2, _c3, _c4; uniform float4 _c5; // .xy = scale, bias for reading blur1 // .zw = scale, bias for reading blur2 uniform float4 _c6; // .xy = scale, bias for reading blur3 // .zw = blur1_min, blur1_max uniform float4 _c7; // .xy ~= float2(1024,768) // .zw ~= float2(1/1024.0, 1/768.0) uniform float4 _c8; // .xyzw ~= 0.5 + 0.5 * cos( // time * float4(~0.3, ~1.3, ~5, ~20)) uniform float4 _c9; // .xyzw ~= same, but using sin() uniform float4 _c10; // .xyzw ~= 0.5 + 0.5 * cos( // time * float4(~0.005, ~0.008, ~0.013, // ~0.022)) uniform float4 _c11; // .xyzw ~= same, but using sin() uniform float4 _c12; // .xyz = mip info for main image // (.x=#across, .y=#down, .z=avg) // .w = unused uniform float4 _c13; // .xy = blur2_min, blur2_max // .zw = blur3_min, blur3_max uniform float4 _qa; // q vars bank 1 [q1-q4] uniform float4 _qb; // q vars bank 2 [q5-q8] uniform float4 _qc; // q vars ... uniform float4 _qd; // q vars uniform float4 _qe; // q vars uniform float4 _qf; // q vars uniform float4 _qg; // q vars uniform float4 _qh; // q vars bank 8 [q29-q32] // note: in general, don't use the current time w/the *dynamic* rotations! // four random, static rotations, randomized at preset load time. // minor translation component (<1). uniform float4x3 rot_s1; uniform float4x3 rot_s2; uniform float4x3 rot_s3; uniform float4x3 rot_s4; // four random, slowly changing rotations. uniform float4x3 rot_d1; uniform float4x3 rot_d2; uniform float4x3 rot_d3; uniform float4x3 rot_d4; // faster-changing. uniform float4x3 rot_f1; uniform float4x3 rot_f2; uniform float4x3 rot_f3; uniform float4x3 rot_f4; // very-fast-changing. uniform float4x3 rot_vf1; uniform float4x3 rot_vf2; uniform float4x3 rot_vf3; uniform float4x3 rot_vf4; // ultra-fast-changing. uniform float4x3 rot_uf1; uniform float4x3 rot_uf2; uniform float4x3 rot_uf3; uniform float4x3 rot_uf4; // Random every frame. uniform float4x3 rot_rand1; uniform float4x3 rot_rand2; uniform float4x3 rot_rand3; uniform float4x3 rot_rand4; float z, z0, w0, cloud, trel, zglob, struc, mat, bri, dist, radi; float2 uv0, uv1, uv2, uv3, uva; float3 sky, ambience; static const float Hell =(_qa.w); static const float3 skycolhi = 1; static const float3 skycollo = 0.1; static const float VisDist =(_qe.z); float3 matcol (float x) {return float3(.2*x, pow(x-0.5,2), x*x*0.7) + float3(0.8, 0.75, 0.3);} void PS(float4 _vDiffuse : COLOR, float2 _uv : TEXCOORD0, float2 _rad_ang : TEXCOORD1, out float4 _return_value : COLOR) { float3 ret = 0;(_uv.xy) +=(_c7).zw/4; mat =(tex2D(sampler_main,(_uv.xy)).xyz).r; bri =(tex2D(sampler_main,(_uv.xy)).xyz).g*1.2; float land =(saturate) (2-2*(tex2D(sampler_main,(_uv.xy)).xyz).g); dist = (1-(tex2D(sampler_main,(_uv.xy)).xyz).b)*0.99; float ov =(saturate) (((_uv.xy).y-0.5)*1); sky = lerp (skycolhi,skycollo,lerp (ov, 1-ov,(_qg.w))); ambience = lerp (sky, Hell*.2,(_qg.y)*land); float2 uv1 =(_uv.xy)-float2(0.5,0); float z = 0.05/(uv1.y); float fogdens = tex2D(sampler_noise_hq, float2(uv1.x*z/4+(_c2.x)*0.0047, z)).r * land ; ret = lerp (ambience, bri*matcol(mat)*ambience, pow(1-dist,(_qg.z)*fogdens)); _return_value = float4(ret.xyz, 1.0); }
kockie69 commented 2 years ago

A new release has been sent to VCV yesterday which should include a fix for this issue.

ContemporaryInsanity commented 2 years ago

Back in 2.1.5

uniform float4 rand_frame; // random float4, updated each frame uniform float4 rand_preset; // random float4, updated once per preset uniform float4 _c0; // .xy: multiplier to use on UV's to paste // an image fullscreen, aspect-aware // .zw = inverse. uniform float4 _c1, _c2, _c3, _c4; uniform float4 _c5; // .xy = scale, bias for reading blur1 // .zw = scale, bias for reading blur2 uniform float4 _c6; // .xy = scale, bias for reading blur3 // .zw = blur1_min, blur1_max uniform float4 _c7; // .xy ~= float2(1024,768) // .zw ~= float2(1/1024.0, 1/768.0) uniform float4 _c8; // .xyzw ~= 0.5 + 0.5 cos( // time float4(~0.3, ~1.3, ~5, ~20)) uniform float4 _c9; // .xyzw ~= same, but using sin() uniform float4 _c10; // .xyzw ~= 0.5 + 0.5 cos( // time float4(~0.005, ~0.008, ~0.013, // ~0.022)) uniform float4 _c11; // .xyzw ~= same, but using sin() uniform float4 _c12; // .xyz = mip info for main image // (.x=#across, .y=#down, .z=avg) // .w = unused uniform float4 _c13; // .xy = blur2_min, blur2_max // .zw = blur3_min, blur3_max uniform float4 _qa; // q vars bank 1 [q1-q4] uniform float4 _qb; // q vars bank 2 [q5-q8] uniform float4 _qc; // q vars ... uniform float4 _qd; // q vars uniform float4 _qe; // q vars uniform float4 _qf; // q vars uniform float4 _qg; // q vars uniform float4 _qh; // q vars bank 8 [q29-q32]

// note: in general, don't use the current time w/the dynamic rotations!

// four random, static rotations, randomized at preset load time. // minor translation component (<1). uniform float4x3 rot_s1; uniform float4x3 rot_s2; uniform float4x3 rot_s3; uniform float4x3 rot_s4;

// four random, slowly changing rotations. uniform float4x3 rot_d1; uniform float4x3 rot_d2; uniform float4x3 rot_d3; uniform float4x3 rot_d4;

// faster-changing. uniform float4x3 rot_f1; uniform float4x3 rot_f2; uniform float4x3 rot_f3; uniform float4x3 rot_f4;

// very-fast-changing. uniform float4x3 rot_vf1; uniform float4x3 rot_vf2; uniform float4x3 rot_vf3; uniform float4x3 rot_vf4;

// ultra-fast-changing. uniform float4x3 rot_uf1; uniform float4x3 rot_uf2; uniform float4x3 rot_uf3; uniform float4x3 rot_uf4;

// Random every frame. uniform float4x3 rot_rand1; uniform float4x3 rot_rand2; uniform float4x3 rot_rand3; uniform float4x3 rot_rand4; float z, z0, w0, cloud, trel, zglob, struc, mat, bri, dist, radi; float2 uv0, uv1, uv2, uv3, uva; float3 sky, ambience; static const float Hell =(_qa.w); static const float3 skycolhi = 1; static const float3 skycollo = 0.1; static const float VisDist =(_qe.z); float3 matcol (float x) {return float3(.2x, pow(x-0.5,2), xx0.7) + float3(0.8, 0.75, 0.3);} void PS(float4 _vDiffuse : COLOR, float2 _uv : TEXCOORD0, float2 _rad_ang : TEXCOORD1, out float4 _return_value : COLOR) { float3 ret = 0;(_uv.xy) +=(_c7).zw/4; mat =(tex2D(sampler_main,(_uv.xy)).xyz).r; bri =(tex2D(sampler_main,(_uv.xy)).xyz).g1.2; float land =(saturate) (2-2(tex2D(sampler_main,(_uv.xy)).xyz).g); dist = (1-(tex2D(sampler_main,(_uv.xy)).xyz).b)0.99; float ov =(saturate) (((_uv.xy).y-0.5)1); sky = lerp (skycolhi,skycollo,lerp (ov, 1-ov,(_qg.w))); ambience = lerp (sky, Hell.2,(_qg.y)land); float2 uv1 =(_uv.xy)-float2(0.5,0); float z = 0.05/(uv1.y); float fogdens = tex2D(sampler_noise_hq, float2(uv1.xz/4+(_c2.x)0.0047, z)).r land ; ret = lerp (ambience, brimatcol(mat)ambience, pow(1-dist,(_qg.z)*fogdens));

_return_value = float4(ret.xyz, 1.0); }

written by martin END problem setting pipeline: Shader compilation error

kockie69 commented 2 years ago

Ok, there is a preset called Zen Walk (file is martin - Zen Walk.milk) that is causing this. You can remove it from your presets (in the plugin folder plugins\RPJVisualizer\res\presets_projectM). I will see if I can disable in someway that presets write to the stdout..