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nvfx's Issues

Trying to set Flex/Bison location

I have win_flex.exe and win_bison.exe. I've tried setting the paths to these as environment variables (set FLEX_EXECUTABLE=C:\Dropbox\Programs\win_flex_bison\win_flex.exe), as lines at the top of CmakeLists.txt (SET(BISON_EXECUTABLE "C:/Dropbox/Programs/win_flex_bison/win_bison.exe" CACHE PATHFILE "bison")) and as lines in the main body of CmakeLists.txt (as above). In each case, we get the same error as if they were unset. What is the correct way to do this?

Run-Time Check Failure #2

I have an error "Stack around the variable 'string_bug' was corrupted" (breaks on FxParser.cpp line:139) when my file become huge. Number of lines in my file is 27183, on adding more, I will have such an error.

Mistake in OpenGLSimpleSceneEffect.cpp

This is a very smal mistype, but just to let you know

file - OpenGLSimpleSceneEffect.cpp
line - 438

fp = fopen("incName", "r");
incName should be without quotes I guess.

nvFxcc crash if card support Ogl 3.0

cause: glProgramParameteri is not set...
change (so that nvFxcc does not crash, and report an error) in GLSLProgram.cpp, line 73:

GLSLProgram::GLSLProgram(Container *pCont) : Program(pCont)
{
m_program = glCreateProgram();
m_linkNeeded = true;
m_usable = false;
//m_bound = false;
#ifdef USE_OLDPROGRAM
m_separable = false;
#else
if (pCont)
{
m_separable = pCont->separateShadersEnabled();
if(!glProgramParameteri)
{
LOGI("Warning : ARB_separate_shader_objects not available\n");
m_separable = false;
pCont->separateShadersEnable(false);
}
if(m_separable)
{
glProgramParameteri(m_program, GL_PROGRAM_SEPARABLE, m_separable);
if((glGetError()==GL_INVALID_ENUM)||(glGenProgramPipelines == NULL))
{
LOGI("Warning : ARB_separate_shader_objects not available\n");
m_separable = false;
pCont->separateShadersEnable(false);
}
}
}
#endif
m_shaderFlags = 0;

ifdef SHADERCONCAT_USE

m_vtxShader = 0;
m_fragShader = 0;

endif

}

About Optix support and Mac support..

I want to know how far we are from some alpha Optix support in NvFX with some sample of hybrid rendering..
Also I perhaps want to help in porting to MacOS if itsn't coming soon.. some hints on how to port..

Prototype function gives error if it returns not void

For example, this code returns error

GLSLShader
{

//
// Prototypes
//
vec3 Blend(in vec3 base, in vec3 blend);

}

GLSLShader global BlendNormal
{
vec3 Blend(in vec3 base, in vec3 blend) {
return blend;
}
}

This is one code works

GLSLShader
{

//
// Prototypes
//
void something();  // !! needs this function to make it work
vec3 Blend(in vec3 base, in vec3 blend);

}

GLSLShader global BlendNormal
{
vec3 Blend(in vec3 base, in vec3 blend) {
return blend;
}
}

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