Id probably do a direct import from sourceforge
but i dont know what the build environment requirements are for the project
VS 2019 should usually offer to download and install the pre-reqs
Posted 12 March 2021 - 07:26 PM
Id probably do a direct import from sourceforge
but i dont know what the build environment requirements are for the project
VS 2019 should usually offer to download and install the pre-reqs
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 13 March 2021 - 08:24 PM
Well I gave up.
I managed to set up VS 2019, since I am using Windows 10, the project needed to be set to 10 from 8.1 platform, also I suspect some incosistencies in Windows SDK, since the project needs 8.1, and also as it is using d3dx9 header files I also installed legacy directx, managed with environmental variables and so forth.
And now I am at a point where some RENDER constants were not being recognized, and I am quite stuck. I have been considering doing it again on virtual win 7, but that could be a dead-end too.
So I guess I will just wait for your work during the weekend Caligula
Posted 14 March 2021 - 02:39 PM
I'm still using VS2017 for VPVR so the 2019 files are not up to date and probably broken. Try to open the 2017 files instead. Or just download the latest build. What changed:
- Version check for OpenGL (minor performance impact possible for older versions, but now only OpenGL 3.2 instead of 4.5 is required)
- Some cleanup
- Some performance tweaks on CPU side (caching for state machine)
- Fixed the ugly ball bug for 0.7
Posted 14 March 2021 - 07:30 PM
I'm still using VS2017 for VPVR so the 2019 files are not up to date and probably broken. Try to open the 2017 files instead. Or just download the latest build. What changed:
- Version check for OpenGL (minor performance impact possible for older versions, but now only OpenGL 3.2 instead of 4.5 is required)
- Some cleanup
- Some performance tweaks on CPU side (caching for state machine)
- Fixed the ugly ball bug for 0.7
Hi there!
I downloaded the VPVR.0.7.zip from https://sourceforge....cts/vpvr/files/
Using it with VPX 10.6.
And I get a different error message for now, actually, two of them:
GL Error 0xFFFFFFFF unknown in
c:\develop\vpvr\renderdevice.cpp.1017
and
Pin3D InitRenderDevice Error code: 80004005
Maybe I am missing out on some settings, or I should use the VPX 10.7?
Am I right that only exixst in beta?
Oh and I am using the PinMAME version which is included in VPX 10.6 installer.
Thanks for your help in advance!
Posted 14 March 2021 - 09:25 PM
The 0.7 files should be cominbed with a VPX 10.7 version and the regular files (VPVR.zip and VPVR64.zip) with 10.6 installation. Also make sure that you don't mix up 32 and 64bits.
c:\develop\vpvr\renderdevice.cpp.1017 is an error in the shader compiler, which then causes 80004005 - can you check in your vpx install folder in glshader/log if there are any files?
Also which GPU and driver do you use?
Edited by Caligula_, 14 March 2021 - 09:28 PM.
Posted 14 March 2021 - 09:51 PM
The 0.7 files should be cominbed with a VPX 10.7 version and the regular files (VPVR.zip and VPVR64.zip) with 10.6 installation. Also make sure that you don't mix up 32 and 64bits.
c:\develop\vpvr\renderdevice.cpp.1017 is an error in the shader compiler, which then causes 80004005 - can you check in your vpx install folder in glshader/log if there are any files?
Also which GPU and driver do you use?
I made some modifications, using 0.7 with VPX 10.7 and the issue persists.
The glshader/log contains the following files:
AO.frag AO.geom AO.vert BasicShader.glfx.log DLAA.frag DLAA.geom DLAA.vert DLAA_edge.frag DLAA_edge.geom DLAA_edge.vert fb_AO.frag fb_AO.geom fb_AO.vert fb_bloom.frag fb_bloom.geom fb_bloom.vert fb_bloom_horiz19x19.frag fb_bloom_horiz19x19.geom fb_bloom_horiz19x19.vert fb_bloom_horiz19x19h.frag fb_bloom_horiz19x19h.geom fb_bloom_horiz19x19h.vert fb_bloom_horiz9x9.frag fb_bloom_horiz9x9.geom fb_bloom_horiz9x9.vert fb_bloom_vert19x19.frag fb_bloom_vert19x19.geom fb_bloom_vert19x19.vert fb_bloom_vert19x19h.frag fb_bloom_vert19x19h.geom fb_bloom_vert19x19h.vert fb_bloom_vert9x9.frag fb_bloom_vert9x9.geom fb_bloom_vert9x9.vert fb_mirror.frag fb_mirror.geom fb_mirror.vert fb_tonemap.frag fb_tonemap.geom fb_tonemap.vert fb_tonemap_AO.frag fb_tonemap_AO.geom fb_tonemap_AO.vert fb_tonemap_AO_no_filter.frag fb_tonemap_AO_no_filter.geom fb_tonemap_AO_no_filter.vert fb_tonemap_AO_no_filter_static.frag fb_tonemap_AO_no_filter_static.geom fb_tonemap_AO_no_filter_static.vert fb_tonemap_AO_static.frag fb_tonemap_AO_static.geom fb_tonemap_AO_static.vert fb_tonemap_no_filterR.frag fb_tonemap_no_filterR.geom fb_tonemap_no_filterR.vert fb_tonemap_no_filterRG.frag fb_tonemap_no_filterRG.geom fb_tonemap_no_filterRG.vert fb_tonemap_no_filterRGB.frag fb_tonemap_no_filterRGB.geom fb_tonemap_no_filterRGB.vert FBShader.glfx.log FXAA1.frag FXAA1.geom FXAA1.vert FXAA2.frag FXAA2.geom FXAA2.vert FXAA3.frag FXAA3.geom FXAA3.vert NFAA.frag NFAA.geom NFAA.vert SSReflection.frag SSReflection.geom SSReflection.vert StereoShader.glfx.log
I am using Intel HD Graphics 5500 with the following driver from Dell's site (since this is a Latitude E5450): 20.19.15.5126
Downloaded from https://www.dell.com...de-e5450-laptop
Posted 15 March 2021 - 08:56 AM
Can you post the content of the log files?
Of course, here is the whole log folder:
https://1drv.ms/u/s!...SLuGn4?e=atu0Sp
Thanks!
I appreciate deeply that you are spending your time with my problem.
Posted 15 March 2021 - 11:47 AM
Can you check the zip file? It seems to be empty.
Yeah, I messed up.
Turns out that no logs were generated with VPX 10.6 with VPVR.
But the moment I wrote you the logs were from VPX10.7 with VPVR.0.7 combo.
So I guess we can say that 0.7 does more on my machine, even if it's just beta.
Attached the logs, which do exist now.
https://1drv.ms/u/s!...993NSc?e=Xb8csd
Posted 15 March 2021 - 06:26 PM
Short solution: Edit FBShader.glfx with a texteditor (e.g. notepad) and change the second line from #version 450 core to #version 430 core that should fix the shader error. I also updated the VPVR.zip and VPVR64.zip files since something was broken (note that the fix 450->430 is not included in the new zip files yet).
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