Comments (11)
Hi everyone,
I found a solution which workes for me.
I use drishdi 2.6.4 now, and this works with my setting without a problem.
Cheers
Wencke
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Hi erveryone.
I do have the same problem with the same error code.
I updated the driver but still the same problem. I am running drishti 2.6.5 on a windows 10 PC with a Radeon Pro WX7100 graphics card.
Cheers
Wencke
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Hi.
Very similar error, I may try to update driver. This one came as with Windows 10 1903.
Radeon RX 570 Series AMD Radeon Graphics Processor (0x67DF)
driver version: 22.19.162.4
driver date: 2017-04-24
OpenGL info:
ATI Technologies Inc.
Radeon RX 570 Series
3.2.13474 Core Profile Forward-Compatible Context 22.19.162.4
-------------Error----------------
Fragment shader failed to compile with the following errors:
ERROR: 0:69: error(#132) Syntax error: ")" parse error
ERROR: error(#273) 1 compilation errors. No code generated
-----------Shader---------------
1 : #extension GL_ARB_texture_rectangle : enable
2 : uniform sampler2D lutTex;
3 : uniform sampler2DRect dragTex;
4 : uniform int gridx;
5 : uniform int gridy;
6 : uniform int gridz;
7 : uniform int ncols;
8 : uniform int llod;
9 : uniform int lgridx;
10 : uniform int lgridy;
11 : uniform int lgridz;
12 : uniform int lncols;
13 : uniform bool opshader;
14 : uniform float tfSet;
15 : void main(void)
16 : {
17 : vec2 tc = gl_TexCoord[0].xy;
18 : int lcol = int(tc.x)/lgridx;
19 : int lrow = int(tc.y)/lgridy;
20 : float x = tc.x - float(lcollgridx);
21 : float y = tc.y - float(lrowlgridy);
22 : float z = float(lrowlncols + lcol);
23 : vec3 pos = vec3(x,y,z);
24 : bvec3 pless = lessThan(pos, vec3(1.5,1.5,1.5));
25 : bvec3 pgret = greaterThan(pos, vec3(float(lgridx)-2.5,float(lgridy)-2.5,float(lgridz)-2.5));
26 : if (any(pless) || any(pgret))
27 : { gl_FragColor = vec4(0.0,0.0,0.0,0.0); return; }
28 : float xO = xfloat(llod);
29 : float yO = yfloat(llod);
30 : float zO = zfloat(llod);
31 : int alod = llod-1;
32 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0);
33 : for(int xa=-alod; xa<=alod; xa++)
34 : for(int ya=-alod; ya<=alod; ya++)
35 : for(int za=-alod; za<=alod; za++)
36 : {
37 : float x = xO + xa;
38 : float y = yO + ya;
39 : float z = zO + za;
40 : int row = int(z)/ncols;
41 : int col = int(z) - row*ncols;
42 : row = gridy;
43 : col = gridx;
44 : tc = vec2(float(col)+x, float(row)+y);
45 : vec2 vg;
46 : vg.x = texture2DRect(dragTex, tc.xy).x;
47 : int h0 = int(65535.0vg.x);
48 : int h1 = h0 / 256;
49 : h0 = int(mod(float(h0),256.0));
50 : float fh0 = float(h0)/256.0;
51 : float fh1 = float(h1)/256.0;
52 : vg.xy = vec2(fh0, fh1);
53 : float val = vg.x;
54 : float grad = vg.y0.125;
55 : vg.y = tfSet + grad;
56 : if (opshader)
57 : {
58 : float alpha = texture2D(lutTex, vg.xy).a;
59 : fcolor += vec4(val, grad, alpha, 1.0);
60 : }
61 : else
62 : {
63 : vec4 clr = texture2D(lutTex, vg.xy);
64 : clr.rgb = clr.a;
65 : clr.a = step(0.01, clr.a);
66 : fcolor += clr;
67 : }
68 : }
69 : gl_FragColor = fcolor/pow(2.0(float)alod+1, 3.0);
70 : }
71 :
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Actually, I guess bug is in (float)alod which should be float(alod) ... and i forgot if shaders allow implicit conversions, maybe there should be 1.0 instead of 1
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I patched executable to fix the previous error and got another one.
Obviously it was never tested on AMD GPUs.
-------------Error----------------
Fragment shader failed to compile with the following errors:
ERROR: 0:22: error(#160) Cannot convert from: "float" to: "highp int"
ERROR: error(#273) 1 compilation errors. No code generated
-----------Shader---------------
1 : #extension GL_ARB_texture_rectangle : enable
2 : uniform sampler2DRect lightTex;
3 : uniform int gridx;
4 : uniform int gridy;
5 : uniform int gridz;
6 : uniform int ncols;
7 : uniform float llod;
8 : uniform int lgridx;
9 : uniform int lgridy;
10 : uniform int lncols;
11 : void main(void)
12 : {
13 : vec2 tc = gl_TexCoord[0].xy;
14 : int col = int(tc.x)/gridx;
15 : int row = int(tc.y)/gridy;
16 : float x = tc.x - float(colgridx);
17 : float y = tc.y - float(rowgridy);
18 : float z = float(rowncols + col);
19 : float xO = xfloat(llod);
20 : float yO = yfloat(llod);
21 : float zO = zfloat(llod);
22 : int alod = llod-1;
23 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0);
24 : for(int xa=-alod; xa<=alod; xa++)
25 : for(int ya=-alod; ya<=alod; ya++)
26 : for(int za=-alod; za<=alod; za++)
27 : {
28 : float x = xO + xa;
29 : float y = yO + ya;
30 : float z = zO + za;
31 : int lrow = int(z)/lncols;
32 : int lcol = int(z) - lrow*lncols;
33 : lrow *= lgridy;
34 : lcol = lgridx;
35 : vec2 ltc = vec2(float(lcol)+x, float(lrow)+y);
36 : fcolor += vec4(texture2DRect(lightTex, ltc).rgb, 1.0);
37 : }
38 : gl_FragColor = fcolor/pow(2.0float(alod)+1, 3.0);
39 : }
40 :
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