tlorach / nvfx Goto Github PK
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Generic Effect system for Graphic API's (OpenGL and DirectX)
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?
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.
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.
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;
m_vtxShader = 0;
m_fragShader = 0;
}
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..
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;
}
}
While learning about effect systems, nvFX has a good ranking on Google.
Sadly, the links in the "What is nvFX ?" are either dead or redirecting to irrelevant pages.
@tlorach Are you aware of archived / updated links to this material?
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JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
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Open source projects and samples from Microsoft.
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Data-Driven Documents codes.
China tencent open source team.