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Found tool for HLSL
#1
I found this tool called Tridipy; It allows you to code HLSL shaders and test them out on video footage played back in a internal player. I figured this could help come in handy when working on HLSL for PP.

Link
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#2
Thanks for the link!

Problem is, from what I can see, it only supports .fx? Which are complete shaders (psh/vsh combined). I guess you could split them, haven't done it successfully yet, I totally lack experience.

Edit: Actually, it might work, gonna check it out.
 
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#3
(2012-08-19, 10:16 PM)Timbab Wrote: Thanks for the link!

Problem is, from what I can see, it only supports .fx? Which are complete shaders (psh/vsh combined). I guess you could split them, haven't done it successfully yet, I totally lack experience.

Edit: Actually, it might work, gonna check it out.

Have you tried just copy and pasting the contents of the psh/vsh programs into the edit box and modifying as needed?
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#4
I keep getting a "include interface required to support #include from resource or memory", I linked it right though.

Am I just stupid? Lol
 
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#5
Nice find Mech, hopefully we can make it work.
 
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#6
(2012-08-19, 10:35 PM)Timbab Wrote: I keep getting a "include interface required to support #include from resource or memory", I linked it right though.

Have you tried manually performing the role of a pre-processor? Ie. Copy/pasting the contents of the #include file into the file replacing the #include line?

(2012-08-19, 11:24 PM)Tonberry Wrote: Nice find Mech, hopefully we can make it work.

I keep getting errors about "unexpected point token" when I test out the vertex shaders and includes, and I'm not sure why.
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#7
I was testing out a .psh file, what you said with copy pasting the includes/functions worked, but now I'm stuck on a "ID3DXEffectCompiler: There were no techniques" error.

Ironically, I can compile the the same code (without copy pasting the includes obviously) in fxc just fine.

Must be the .fx structure that's bugging me or something, I'll play with it more tomorrow.

Did you get any to work at all, or are you still stuck on that token error?
 
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#8
(2012-08-20, 01:45 AM)Timbab Wrote: I was testing out a .psh file, what you said with copy pasting the includes/functions worked, but now I'm stuck on a "ID3DXEffectCompiler: There were no techniques" error.

Speaking of that, I think I made a discovery:

For the SWG graphics pipeline, the SHT file defines the techniques, and the FORM data in the SHT defines the passes.

So a SHT+VSH/PSH = full graphics program, not just the VSH/PSH themselves; To get it working in Tridipy you have to manually define the techniques since it can't read SHT; Try adding this:

Code:
technique <Technique_Identifier>
    {
        pass <Pass_Identifier>
        {
            <Shadertype>= compile <Shader Model Version> <Function Identifier>();
        }
    }

Where <Shadertype> equals either PixelShader or VertexShader, and <Shader Model Version> equals vs/ps_1_0, _2_0, etc.
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#9
Thanks, that did the trick, just had to change a few things (Looked at an existing .fx as reference)

It would end up looking like:

Code:
technique Technique1
    {
        pass Pass1
        {
            PixelShader= compile ps_2_0 main();
        }
    }

Normally main is something like PixelShaderFunction, but since it's a copy paste, main works in this case, but you know that anyway.

Don't you think the EFT is the technique then? EFT handle multipass shading too, all SHT does is direct to EFT, just in some cases it acts as an EFT. Perhaps the EFT is just an extra file split from the SHT, if it acts as technique, if that makes sense.
 
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#10
(2012-08-20, 02:05 AM)Timbab Wrote: Don't you think the EFT is the technique then? EFT handle multipass shading too, all SHT does is direct to EFT, just in some cases it acts as an EFT. Perhaps the EFT is just an extra file split from the SHT, if it acts as technique, if that makes sense.

Yeah sorry, meant to say EFT when I actually said SHT.

How did you get past error X3202? (location semantics cannot be specified on members)

What shader did you test? Can you post a screenshot of the effect it had on the video?
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