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  • In HLSL pixel shader , why is SV_POSITION different to other semantics?

    - by tina nyaa
    In my HLSL pixel shader, SV_POSITION seems to have different values to any other semantic I use. I don't understand why this is. Can you please explain it? For example, I am using a triangle with the following coordinates: (0.0f, 0.5f) (0.5f, -0.5f) (-0.5f, -0.5f) The w and z values are 0 and 1, respectively. This is the pixel shader. struct VS_IN { float4 pos : POSITION; }; struct PS_IN { float4 pos : SV_POSITION; float4 k : LOLIMASEMANTIC; }; PS_IN VS( VS_IN input ) { PS_IN output = (PS_IN)0; output.pos = input.pos; output.k = input.pos; return output; } float4 PS( PS_IN input ) : SV_Target { // screenshot 1 return input.pos; // screenshot 2 return input.k; } technique10 Render { pass P0 { SetGeometryShader( 0 ); SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } Screenshot 1: http://i.stack.imgur.com/rutGU.png Screenshot 2: http://i.stack.imgur.com/NStug.png (Sorry, I'm not allowed to post images until I have a lot of 'reputation') When I use the first statement (result is first screenshot), the one that uses the SV_POSITION semantic, the result is completely unexpected and is yellow, whereas using any other semantic will produce the expected result. Why is this?

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  • Why i can not load a simple pixel shader effect (. fx) file in xna?

    - by Mehdi Bugnard
    I just want to load a simple *.fx file into my project to make a (pixel shader) effect. But whenever I try to compile my project, I get the following error in visual studio Error List: Errors compiling .. ID3DXEffectCompiler: There were no techniques ID3DXEffectCompiler: Compilation failed I already searched on google and found many people with the same problem. And I realized that it was a problem of encoding. With the return lines unrecognized '\ n' . I tried to copy and paste to notepad and save as with ASCII or UTF8 encoding. But the result is always the same. Do you have an idea please ? Thanks a looot :-) Here is my [.fx] file : sampler BaseTexture : register(s0); sampler MaskTexture : register(s1) { addressU = Clamp; addressV = Clamp; }; //All of these variables are pixel values //Feel free to replace with float2 variables float MaskLocationX; float MaskLocationY; float MaskWidth; float MaskHeight; float BaseTextureLocationX; //This is where your texture is to be drawn float BaseTextureLocationY; //texCoord is different, it is the current pixel float BaseTextureWidth; float BaseTextureHeight; float4 main(float2 texCoord : TEXCOORD0) : COLOR0 { //We need to calculate where in terms of percentage to sample from the MaskTexture float maskPixelX = texCoord.x * BaseTextureWidth + BaseTextureLocationX; float maskPixelY = texCoord.y * BaseTextureHeight + BaseTextureLocationY; float2 maskCoord = float2((maskPixelX - MaskLocationX) / MaskWidth, (maskPixelY - MaskLocationY) / MaskHeight); float4 bitMask = tex2D(MaskTexture, maskCoord); float4 tex = tex2D(BaseTexture, texCoord); //It is a good idea to avoid conditional statements in a pixel shader if you can use math instead. return tex * (bitMask.a); //Alternate calculation to invert the mask, you could make this a parameter too if you wanted //return tex * (1.0 - bitMask.a); }

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  • Computing pixel's screen position in a vertex shader: right or wrong?

    - by cubrman
    I am building a deferred rendering engine and I have a question. The article I took the sample code from suggested computing screen position of the pixel as follows: VertexShaderFunction() { ... output.Position = mul(worldViewProj, input.Position); output.ScreenPosition = output.Position; } PixelShaderFunction() { input.ScreenPosition.xy /= input.ScreenPosition.w; float2 TexCoord = 0.5f * (float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 1); ... } The question is what if I compute the position in the vertex shader (which should optimize the performance as VSF is launched significantly less number of times than PSF) would I get the per-vertex lighting insted. Here is how I want to do this: VertexShaderFunction() { ... output.Position = mul(worldViewProj, input.Position); output.ScreenPosition.xy = output.Position / output.Position.w; } PixelShaderFunction() { float2 TexCoord = 0.5f * (float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 1); ... } What exactly happens with the data I pass from VS to PS? How exactly is it interpolated? Will it give me the right per-pixel result in this case? I tried launching the game both ways and saw no visual difference. Is my assumption right? Thanks. P.S. I am optimizing the point light shader, so I actually pass a sphere geometry into the VS.

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  • Fragment Shader Eye-Space unscaled depth coordinate

    - by Ben Jones
    I'm trying to use the unscaled (true distance from the front clipping plane) distance to objects in my scene in a GLSL fragment shader. The gl_FragCoord.z value is smaller than I expect. In my vertex shader, I just use ftransform() to set gl_Position. I'm seeing values between 2 and 3 when I expect them to be between 15 and 20. How can I get the real eye-space depth? Thanks!

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  • Juju Openstack bundle: Can't launch an instance

    - by user281985
    Deployed bundle:~makyo/openstack/2/openstack, on top of 7 physical boxes and 3 virtual ones. After changing vip_iface strings to point to right devices, e.g., br0 instead of eth0, and defining "/mnt/loopback|30G", in Cinder's block-device string, am able to navigate through openstack dashboard, error free. Following http://docs.openstack.org/grizzly/openstack-compute/install/apt/content/running-an-instance.html instructions, attempted to launch cirros 0.3.1 image; however, novalist shows the instance in error state. ubuntu@node7:~$ nova --debug boot --flavor 1 --image 28bed1bc-bc1c-4533-beee-8e0428ad40dd --key_name key2 --security_group default cirros REQ: curl -i http://keyStone.IP:5000/v2.0/tokens -X POST -H "Content-Type: application/json" -H "Accept: application/json" -H "User-Agent: python-novaclient" -d '{"auth": {"tenantName": "admin", "passwordCredentials": {"username": "admin", "password": "openstack"}}}' INFO (connectionpool:191) Starting new HTTP connection (1): keyStone.IP DEBUG (connectionpool:283) "POST /v2.0/tokens HTTP/1.1" 200 None RESP: [200] {'date': 'Tue, 10 Jun 2014 00:01:02 GMT', 'transfer-encoding': 'chunked', 'vary': 'X-Auth-Token', 'content-type': 'application/json'} RESP BODY: {"access": {"token": {"expires": "2014-06-11T00:01:02Z", "id": "3eefa1837d984426a633fe09259a1534", "tenant": {"description": "Created by Juju", "enabled": true, "id": "08cff06d13b74492b780d9ceed699239", "name": "admin"}}, "serviceCatalog": [{"endpoints": [{"adminURL": "http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239", "region": "RegionOne", "internalURL": "http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239", "publicURL": "http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239"}], "endpoints_links": [], "type": "compute", "name": "nova"}, {"endpoints": [{"adminURL": "http://nova.cloud.controller:9696", "region": "RegionOne", "internalURL": "http://nova.cloud.controller:9696", "publicURL": "http://nova.cloud.controller:9696"}], "endpoints_links": [], "type": "network", "name": "quantum"}, {"endpoints": [{"adminURL": "http://nova.cloud.controller:3333", "region": "RegionOne", "internalURL": "http://nova.cloud.controller:3333", "publicURL": "http://nova.cloud.controller:3333"}], "endpoints_links": [], "type": "s3", "name": "s3"}, {"endpoints": [{"adminURL": "http://i.p.s.36:9292", "region": "RegionOne", "internalURL": "http://i.p.s.36:9292", "publicURL": "http://i.p.s.36:9292"}], "endpoints_links": [], "type": "image", "name": "glance"}, {"endpoints": [{"adminURL": "http://i.p.s.39:8776/v1/08cff06d13b74492b780d9ceed699239", "region": "RegionOne", "internalURL": "http://i.p.s.39:8776/v1/08cff06d13b74492b780d9ceed699239", "publicURL": "http://i.p.s.39:8776/v1/08cff06d13b74492b780d9ceed699239"}], "endpoints_links": [], "type": "volume", "name": "cinder"}, {"endpoints": [{"adminURL": "http://nova.cloud.controller:8773/services/Cloud", "region": "RegionOne", "internalURL": "http://nova.cloud.controller:8773/services/Cloud", "publicURL": "http://nova.cloud.controller:8773/services/Cloud"}], "endpoints_links": [], "type": "ec2", "name": "ec2"}, {"endpoints": [{"adminURL": "http://keyStone.IP:35357/v2.0", "region": "RegionOne", "internalURL": "http://keyStone.IP:5000/v2.0", "publicURL": "http://i.p.s.44:5000/v2.0"}], "endpoints_links": [], "type": "identity", "name": "keystone"}], "user": {"username": "admin", "roles_links": [], "id": "b3730a52a32e40f0a9500440d1ef1c7d", "roles": [{"id": "e020001eb9a049f4a16540238ab158aa", "name": "Admin"}, {"id": "b84fbff4d5554d53bbbffdaad66b56cb", "name": "KeystoneServiceAdmin"}, {"id": "129c8b49d42b4f0796109aaef2069aa9", "name": "KeystoneAdmin"}], "name": "admin"}}} REQ: curl -i http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd -X GET -H "X-Auth-Project-Id: admin" -H "User-Agent: python-novaclient" -H "Accept: application/json" -H "X-Auth-Token: 3eefa1837d984426a633fe09259a1534" INFO (connectionpool:191) Starting new HTTP connection (1): nova.cloud.controller DEBUG (connectionpool:283) "GET /v1.1/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd HTTP/1.1" 200 719 RESP: [200] {'date': 'Tue, 10 Jun 2014 00:01:03 GMT', 'x-compute-request-id': 'req-7f3459f8-d3d5-47f1-97a3-8407a4419a69', 'content-type': 'application/json', 'content-length': '719'} RESP BODY: {"image": {"status": "ACTIVE", "updated": "2014-06-09T22:17:54Z", "links": [{"href": "http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd", "rel": "self"}, {"href": "http://nova.cloud.controller:8774/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd", "rel": "bookmark"}, {"href": "http://External.Public.Port:9292/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd", "type": "application/vnd.openstack.image", "rel": "alternate"}], "id": "28bed1bc-bc1c-4533-beee-8e0428ad40dd", "OS-EXT-IMG-SIZE:size": 13147648, "name": "Cirros 0.3.1", "created": "2014-06-09T22:17:54Z", "minDisk": 0, "progress": 100, "minRam": 0, "metadata": {}}} REQ: curl -i http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/flavors/1 -X GET -H "X-Auth-Project-Id: admin" -H "User-Agent: python-novaclient" -H "Accept: application/json" -H "X-Auth-Token: 3eefa1837d984426a633fe09259a1534" INFO (connectionpool:191) Starting new HTTP connection (1): nova.cloud.controller DEBUG (connectionpool:283) "GET /v1.1/08cff06d13b74492b780d9ceed699239/flavors/1 HTTP/1.1" 200 418 RESP: [200] {'date': 'Tue, 10 Jun 2014 00:01:04 GMT', 'x-compute-request-id': 'req-2c153110-6969-4f3a-b51c-8f1a6ce75bee', 'content-type': 'application/json', 'content-length': '418'} RESP BODY: {"flavor": {"name": "m1.tiny", "links": [{"href": "http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/flavors/1", "rel": "self"}, {"href": "http://nova.cloud.controller:8774/08cff06d13b74492b780d9ceed699239/flavors/1", "rel": "bookmark"}], "ram": 512, "OS-FLV-DISABLED:disabled": false, "vcpus": 1, "swap": "", "os-flavor-access:is_public": true, "rxtx_factor": 1.0, "OS-FLV-EXT-DATA:ephemeral": 0, "disk": 0, "id": "1"}} REQ: curl -i http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/servers -X POST -H "X-Auth-Project-Id: admin" -H "User-Agent: python-novaclient" -H "Content-Type: application/json" -H "Accept: application/json" -H "X-Auth-Token: 3eefa1837d984426a633fe09259a1534" -d '{"server": {"name": "cirros", "imageRef": "28bed1bc-bc1c-4533-beee-8e0428ad40dd", "key_name": "key2", "flavorRef": "1", "max_count": 1, "min_count": 1, "security_groups": [{"name": "default"}]}}' INFO (connectionpool:191) Starting new HTTP connection (1): nova.cloud.controller DEBUG (connectionpool:283) "POST /v1.1/08cff06d13b74492b780d9ceed699239/servers HTTP/1.1" 202 436 RESP: [202] {'date': 'Tue, 10 Jun 2014 00:01:05 GMT', 'x-compute-request-id': 'req-41e53086-6454-4efb-bb35-a30dc2c780be', 'content-type': 'application/json', 'location': 'http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/servers/2eb5e3ad-3044-41c1-bbb7-10f398f83e43', 'content-length': '436'} RESP BODY: {"server": {"security_groups": [{"name": "default"}], "OS-DCF:diskConfig": "MANUAL", "id": "2eb5e3ad-3044-41c1-bbb7-10f398f83e43", "links": [{"href": "http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/servers/2eb5e3ad-3044-41c1-bbb7-10f398f83e43", "rel": "self"}, {"href": "http://nova.cloud.controller:8774/08cff06d13b74492b780d9ceed699239/servers/2eb5e3ad-3044-41c1-bbb7-10f398f83e43", "rel": "bookmark"}], "adminPass": "oFRbvRqif2C8"}} REQ: curl -i http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/servers/2eb5e3ad-3044-41c1-bbb7-10f398f83e43 -X GET -H "X-Auth-Project-Id: admin" -H "User-Agent: python-novaclient" -H "Accept: application/json" -H "X-Auth-Token: 3eefa1837d984426a633fe09259a1534" INFO (connectionpool:191) Starting new HTTP connection (1): nova.cloud.controller DEBUG (connectionpool:283) "GET /v1.1/08cff06d13b74492b780d9ceed699239/servers/2eb5e3ad-3044-41c1-bbb7-10f398f83e43 HTTP/1.1" 200 1349 RESP: [200] {'date': 'Tue, 10 Jun 2014 00:01:05 GMT', 'x-compute-request-id': 'req-d91d0858-7030-469d-8e55-40e05e4d00fd', 'content-type': 'application/json', 'content-length': '1349'} RESP BODY: {"server": {"status": "BUILD", "updated": "2014-06-10T00:01:05Z", "hostId": "", "OS-EXT-SRV-ATTR:host": null, "addresses": {}, "links": [{"href": "http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/servers/2eb5e3ad-3044-41c1-bbb7-10f398f83e43", "rel": "self"}, {"href": "http://nova.cloud.controller:8774/08cff06d13b74492b780d9ceed699239/servers/2eb5e3ad-3044-41c1-bbb7-10f398f83e43", "rel": "bookmark"}], "key_name": "key2", "image": {"id": "28bed1bc-bc1c-4533-beee-8e0428ad40dd", "links": [{"href": "http://nova.cloud.controller:8774/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd", "rel": "bookmark"}]}, "OS-EXT-STS:task_state": "scheduling", "OS-EXT-STS:vm_state": "building", "OS-EXT-SRV-ATTR:instance_name": "instance-00000004", "OS-EXT-SRV-ATTR:hypervisor_hostname": null, "flavor": {"id": "1", "links": [{"href": "http://nova.cloud.controller:8774/08cff06d13b74492b780d9ceed699239/flavors/1", "rel": "bookmark"}]}, "id": "2eb5e3ad-3044-41c1-bbb7-10f398f83e43", "security_groups": [{"name": "default"}], "OS-EXT-AZ:availability_zone": "nova", "user_id": "b3730a52a32e40f0a9500440d1ef1c7d", "name": "cirros", "created": "2014-06-10T00:01:04Z", "tenant_id": "08cff06d13b74492b780d9ceed699239", "OS-DCF:diskConfig": "MANUAL", "accessIPv4": "", "accessIPv6": "", "progress": 0, "OS-EXT-STS:power_state": 0, "config_drive": "", "metadata": {}}} REQ: curl -i http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/flavors/1 -X GET -H "X-Auth-Project-Id: admin" -H "User-Agent: python-novaclient" -H "Accept: application/json" -H "X-Auth-Token: 3eefa1837d984426a633fe09259a1534" INFO (connectionpool:191) Starting new HTTP connection (1): nova.cloud.controller DEBUG (connectionpool:283) "GET /v1.1/08cff06d13b74492b780d9ceed699239/flavors/1 HTTP/1.1" 200 418 RESP: [200] {'date': 'Tue, 10 Jun 2014 00:01:05 GMT', 'x-compute-request-id': 'req-896c0120-1102-4408-9e09-cd628f2dd699', 'content-type': 'application/json', 'content-length': '418'} RESP BODY: {"flavor": {"name": "m1.tiny", "links": [{"href": "http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/flavors/1", "rel": "self"}, {"href": "http://nova.cloud.controller:8774/08cff06d13b74492b780d9ceed699239/flavors/1", "rel": "bookmark"}], "ram": 512, "OS-FLV-DISABLED:disabled": false, "vcpus": 1, "swap": "", "os-flavor-access:is_public": true, "rxtx_factor": 1.0, "OS-FLV-EXT-DATA:ephemeral": 0, "disk": 0, "id": "1"}} REQ: curl -i http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd -X GET -H "X-Auth-Project-Id: admin" -H "User-Agent: python-novaclient" -H "Accept: application/json" -H "X-Auth-Token: 3eefa1837d984426a633fe09259a1534" INFO (connectionpool:191) Starting new HTTP connection (1): nova.cloud.controller DEBUG (connectionpool:283) "GET /v1.1/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd HTTP/1.1" 200 719 RESP: [200] {'date': 'Tue, 10 Jun 2014 00:01:05 GMT', 'x-compute-request-id': 'req-454e9651-c247-4d31-8049-6b254de050ae', 'content-type': 'application/json', 'content-length': '719'} RESP BODY: {"image": {"status": "ACTIVE", "updated": "2014-06-09T22:17:54Z", "links": [{"href": "http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd", "rel": "self"}, {"href": "http://nova.cloud.controller:8774/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd", "rel": "bookmark"}, {"href": "http://External.Public.Port:9292/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd", "type": "application/vnd.openstack.image", "rel": "alternate"}], "id": "28bed1bc-bc1c-4533-beee-8e0428ad40dd", "OS-EXT-IMG-SIZE:size": 13147648, "name": "Cirros 0.3.1", "created": "2014-06-09T22:17:54Z", "minDisk": 0, "progress": 100, "minRam": 0, "metadata": {}}} +-------------------------------------+--------------------------------------+ | Property | Value | +-------------------------------------+--------------------------------------+ | OS-EXT-STS:task_state | scheduling | | image | Cirros 0.3.1 | | OS-EXT-STS:vm_state | building | | OS-EXT-SRV-ATTR:instance_name | instance-00000004 | | flavor | m1.tiny | | id | 2eb5e3ad-3044-41c1-bbb7-10f398f83e43 | | security_groups | [{u'name': u'default'}] | | user_id | b3730a52a32e40f0a9500440d1ef1c7d | | OS-DCF:diskConfig | MANUAL | | accessIPv4 | | | accessIPv6 | | | progress | 0 | | OS-EXT-STS:power_state | 0 | | OS-EXT-AZ:availability_zone | nova | | config_drive | | | status | BUILD | | updated | 2014-06-10T00:01:05Z | | hostId | | | OS-EXT-SRV-ATTR:host | None | | key_name | key2 | | OS-EXT-SRV-ATTR:hypervisor_hostname | None | | name | cirros | | adminPass | oFRbvRqif2C8 | | tenant_id | 08cff06d13b74492b780d9ceed699239 | | created | 2014-06-10T00:01:04Z | | metadata | {} | +-------------------------------------+--------------------------------------+ ubuntu@node7:~$ ubuntu@node7:~$ nova list +--------------------------------------+--------+--------+----------+ | ID | Name | Status | Networks | +--------------------------------------+--------+--------+----------+ | 2eb5e3ad-3044-41c1-bbb7-10f398f83e43 | cirros | ERROR | | +--------------------------------------+--------+--------+----------+ ubuntu@node7:~$ var/log/nova/nova-compute.log shows the following error: ... 2014-06-10 00:01:06.048 AUDIT nova.compute.claims [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Attempting claim: memory 512 MB, disk 0 GB, VCPUs 1 2014-06-10 00:01:06.049 AUDIT nova.compute.claims [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Total Memory: 3885 MB, used: 512 MB 2014-06-10 00:01:06.049 AUDIT nova.compute.claims [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Memory limit: 5827 MB, free: 5315 MB 2014-06-10 00:01:06.049 AUDIT nova.compute.claims [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Total Disk: 146 GB, used: 0 GB 2014-06-10 00:01:06.050 AUDIT nova.compute.claims [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Disk limit not specified, defaulting to unlimited 2014-06-10 00:01:06.050 AUDIT nova.compute.claims [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Total CPU: 2 VCPUs, used: 0 VCPUs 2014-06-10 00:01:06.050 AUDIT nova.compute.claims [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] CPU limit not specified, defaulting to unlimited 2014-06-10 00:01:06.051 AUDIT nova.compute.claims [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Claim successful 2014-06-10 00:01:06.963 WARNING nova.network.quantumv2.api [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] No network configured! 2014-06-10 00:01:08.347 ERROR nova.compute.manager [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Instance failed to spawn 2014-06-10 00:01:08.347 32223 TRACE nova.compute.manager [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Traceback (most recent call last): 2014-06-10 00:01:08.347 32223 TRACE nova.compute.manager [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] File "/usr/lib/python2.7/dist-packages/nova/compute/manager.py", line 1118, in _spawn 2014-06-10 00:01:08.347 32223 TRACE nova.compute.manager [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] self._legacy_nw_info(network_info), 2014-06-10 00:01:08.347 32223 TRACE nova.compute.manager [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] File "/usr/lib/python2.7/dist-packages/nova/compute/manager.py", line 703, in _legacy_nw_info 2014-06-10 00:01:08.347 32223 TRACE nova.compute.manager [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] network_info = network_info.legacy() 2014-06-10 00:01:08.347 32223 TRACE nova.compute.manager [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] AttributeError: 'list' object has no attribute 'legacy' 2014-06-10 00:01:08.347 32223 TRACE nova.compute.manager [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] 2014-06-10 00:01:08.919 AUDIT nova.compute.manager [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Terminating instance 2014-06-10 00:01:09.712 32223 ERROR nova.virt.libvirt.driver [-] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] During wait destroy, instance disappeared. 2014-06-10 00:01:09.718 INFO nova.virt.libvirt.firewall [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Attempted to unfilter instance which is not filtered 2014-06-10 00:01:09.719 INFO nova.virt.libvirt.driver [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Deleting instance files /var/lib/nova/instances/2eb5e3ad-3044-41c1-bbb7-10f398f83e43 2014-06-10 00:01:10.044 ERROR nova.compute.manager [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Error: ['Traceback (most recent call last):\n', ' File "/usr/lib/python2.7/dist-packages/nova/compute/manager.py", line 864, in _run_instance\n set_access_ip=set_access_ip)\n', ' File "/usr/lib/python2.7/dist-packages/nova/compute/manager.py", line 1123, in _spawn\n LOG.exception(_(\'Instance failed to spawn\'), instance=instance)\n', ' File "/usr/lib/python2.7/contextlib.py", line 24, in __exit__\n self.gen.next()\n', ' File "/usr/lib/python2.7/dist-packages/nova/compute/manager.py", line 1118, in _spawn\n self._legacy_nw_info(network_info),\n', ' File "/usr/lib/python2.7/dist-packages/nova/compute/manager.py", line 703, in _legacy_nw_info\n network_info = network_info.legacy()\n', "AttributeError: 'list' object has no attribute 'legacy'\n"] 2014-06-10 00:01:40.951 32223 AUDIT nova.compute.resource_tracker [-] Auditing locally available compute resources 2014-06-10 00:01:41.072 32223 AUDIT nova.compute.resource_tracker [-] Free ram (MB): 2861 2014-06-10 00:01:41.072 32223 AUDIT nova.compute.resource_tracker [-] Free disk (GB): 146 2014-06-10 00:01:41.073 32223 AUDIT nova.compute.resource_tracker [-] Free VCPUS: 1 2014-06-10 00:01:41.262 32223 INFO nova.compute.resource_tracker [-] Compute_service record updated for node5:node5.maas ... Can't seem to find any entries in quantum.conf related to "legacy". Any help would be appreciated. Cheers,

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  • WebGL pass array shader

    - by user987058
    I'm new to WebGL and I'm facing some problems of the shaders. I wanna do multiple light sources in the scene. I searched online and knew that in WebGL, you can't pass an array into the fragment shader, so the only way is use the texture. Here is the problem I can't figure out. First, I create a 32x32 texture using the following code: var pix = []; for(var i=0;i<32;i++) { for(var j=0;j<32;j++) pix.push(0.8,0.8,0.1); } gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, lightMap); gl.pixelStorei(gl.UNPACK_ALIGNMENT,1); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 32,32,0, gl.RGB, gl.UNSIGNED_BYTE,new Float32Array(pix)); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.uniform1i(g_loader.program.set_uniform["u_texture2"],0); But however, when I tried to access the texture in the shader: [Fragment Shader] varying vec2 v_texcoord; uniform sampler2D u_texture2; void main(void) { vec3 lightLoc = texture2D(u_texture, v_texcoord).rgb; gl_FragData[0] = vec4(lightLoc,1.0); } The result is totally black. Is there anyone knows how to acces or create the texture correctly?

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  • Error when compiling FXAA shader

    - by mulletdevil
    I am getting the following error when compiling the FXAA shader downloaded from here http://timothylottes.blogspot.co.uk/2011/07/fxaa-311-released.html Fxaa3_11.h(934,5): error x4000: Use of potentially uninitialized variable (FxaaPixelShader) Here is the line in the shader if(earlyExit) #if (FXAA_DISCARD == 1) FxaaDiscard; #else return rgbyM; #endif Does anyone know what may be causing this? I have not changed any values in that shader. Here is a snippet from my current pixel shader #define FXAA_GREEN_AS_LUMA 1 #define FXAA_HLSL_4 1 #define FXAA_PC 1 #define FXAA_QUALITY__PRESET 12 #include "Fxaa3_11.h" PS_OUTPUT main(PS_INPUT fragment) { PS_OUTPUT output; const float2 pos = fragment.hPosition.xy; const float4 notUsedFloat4 = float4(0.0f, 0.0f, 0.0f, 0.0f); const float fxaaQualitySubpix = 0; const float fxaaQualityEdgeThreshold = 0.333; const float fxaaQualityEdgeThresholdMin = 0.0833; const float notUsedFloat = 0.0f; FxaaTex fxaaTex; fxaaTex.smpl = SampleType; fxaaTex.tex = inputTexture; output.colour = FxaaPixelShader(pos, //1 notUsedFloat4, //2 fxaaTex, //3 fxaaTex, //4 fxaaTex, //5 rcpFrame, //6 notUsedFloat4, //7 rcpFrameOpt, //8 notUsedFloat4, //9 fxaaQualitySubpix, //10 fxaaQualityEdgeThreshold, //11 fxaaQualityEdgeThresholdMin, //12 notUsedFloat, //13 notUsedFloat, //14 notUsedFloat, //15 notUsedFloat //16 ); return output; } Am I passing a wrong value into the shader?

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  • Defaulting the HLSL Vertex and Pixel Shader Levels to Feature Level 9_1 in VS 2012

    - by Michael B. McLaughlin
    I love Visual Studio 2012. But this is not a post about that. This is a post about tweaking one particular parameter that I’ve found a bit annoying. Disclaimer: You will be modifying important MSBuild files. If you screw up you will break your build tools. And maybe your computer will catch fire. I’m not responsible. No warranties or guaranties of any sort. This info is provided “as is”. By default, if you add a new vertex shader or pixel shader item to a project, it will be set to build with shader profile 4.0_level_9_3. If you need 9_3 functionality, this is all well and good. But (especially for Windows Store apps) you really want to target the lowest shader profile possible so that your game will run on as many computers as possible. So it’s a good idea to default to 9_1. To do this you could add in new HLSL files via “Add->New Item->Visual C++->HLSL->______ Shader File (.hlsl)” and then edit the shader files’ properties to set them manually to use 9_1 via “Properties->HLSL Compiler->General->Shader Model”. This is fine unless you forget to do this once and then submit your game with 9_3 shaders instead of 9_1 shaders to the Windows Store or to some other game store. Then you’d wind up with either rejection or angry “this doesn’t work on my computer! ripoff!” messages. There’s another option though. In “Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\ItemTemplates\VC\HLSL\1033\VertexShader” (note the path might vary slightly for you if you are using a 32-bit system or have a non-ENU version of Visual Studio 2012) you will find a “VertexShader.vstemplate” file. If you open this file in a text editor (e.g. Notepad++), then inside the CustomParameters tag within the TemplateContent tag you should see a CustomParameter tag for the ShaderType, i.e.: <CustomParameter Name="$ShaderType$" Value="Vertex"/> On a new line, we are going to add another CustomParameter tag to the CustomParameters tag. It will look like this: <CustomParameter Name="$ShaderModel$" Value="4.0_level_9_1"/> such that we now have:     <CustomParameters>       <CustomParameter Name="$ShaderType$" Value="Vertex"/>       <CustomParameter Name="$ShaderModel$" Value="4.0_level_9_1"/>     </CustomParameters> You can then save the file (you will need to be an Administrator or have Administrator access). Back in the 1033 directory (or whatever the number is for your language), go into the “PixelShader” directory. Edit the “PixelShader.vstemplate” file and make the same change (note that this time $ShaderType$ is “Pixel” not “Vertex”; you shouldn’t be changing that line anyway, but if you were to just copy and replace the above four lines then you will wind up creating pixel shaders that the HLSL compiler would try to compile as vertex shaders, with all sort of weird errors as a result). Once you’ve added the $ShaderModel$ line to “PixelShader.vstemplate” and have saved it, everything should be done. Since Feature Level 9_1 and 9_3 don’t support any of the other shader types, those are set to default to their appropriate minimums already (Compute and Geometry are set to “4.0” and Domain and Hull are set to “5.0”, which are their respective minimums (though not all 4.0 cards support Compute shaders; they were an optional feature added with DirectX 10.1 and only became required for DirectX 11 hardware). In case you are wondering where these magic values come from, you can find them all in the “fxc.xml” file in the “\Program Files (x86)\MSBuild\Microsoft.CPP\v4.0\V110\1033” directory (or whatever your language number is; 1033 is ENU and various other product languages have their own respective numbers (see: http://msdn.microsoft.com/en-us/goglobal/bb964664.aspx ) such that Japanese is 1041 (for example), though for all I know MSBuild tasks might be 1033 for everyone). If, like me, you installed VS 2012 to a drive other than the C:\ drive, you will find the vstemplate files in the drive to which you installed VS 2012 (D:\ in my case) but you will find the fxc.xml file on the C:\ drive. You should not edit fxc.xml. You will almost definitely break things by doing that; it’s just something you can look through to see all the other options that the FXC task takes such that you could, if needed, add further CustomParameter tags if you wanted to default to other supported options. I haven’t tried any others though so I don’t have any advice on how to set them.

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  • DX10 sprite and pixel shader

    - by Alex Farber
    I am using ID3DX10Sprite to draw 2D image on the screen. 3D scene contains only one textured sprite placed over the whole window area. Render method looks like this: m_pDevice-ClearRenderTargetView(...); m_pSprite-Begin(D3DX10_SPRITE_SORT_TEXTURE); m_pSprite-DrawSpritesImmediate(&m_SpriteDefinition, 1, 0, 0); m_pSprite-End(); Now I want to make some transformations with the sprite texture in a shader. Currently the program doesn't work with shader. How it is possible to add pixel shader to the program with this structure? Inside the shader, I need to set all colors equal to red, and multiply pixel values by some coefficient. Something like this: float4 TexturePixelShader(PixelInputType input) : SV_Target { float4 textureColor; textureColor = shaderTexture.Sample(SampleType, input.tex); textureColor.x = textureColor.x * coefficient; textureColor.y = textureColor.x; textureColor.z = textureColor.x; return textureColor; }

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  • Pixel Shader Issues :

    - by Morphex
    I have issues with a pixel shader, my issue is mostly that I get nothing draw on the screen. float4x4 MVP; // TODO: add effect parameters here. struct VertexShaderInput { float4 Position : POSITION; float4 normal : NORMAL; float2 TEXCOORD : TEXCOORD; }; struct VertexShaderOutput { float4 Position : POSITION; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { input.Position.w = 0; VertexShaderOutput output; output.Position = mul(input.Position, MVP); // TODO: add your vertex shader code here. return output; } float4 PixelShaderFunction(VertexShaderOutput input) : SV_TARGET { return float4(1, 0, 0, 1); } technique { pass { Profile = 11.0; VertexShader = VertexShaderFunction; PixelShader = PixelShaderFunction; } } My matrix is calculated like this : Matrix MVP = Matrix.Multiply(Matrix.Multiply(Matrix.Identity, Matrix.LookAtLH(new Vector3(-10, 10, -10), new Vector3(0), new Vector3(0, 1, -0))), Camera.Projection); VoxelEffect.Parameters["MVP"].SetValue(MVP); Visual Studio Graphics Debug shows me that my vertex shader is actually working, but not the PixelShader. I striped the Shader to the bare minimums so that I was sure the shader was correct. But why is my screen still black?

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  • Shadow volume shader optimization (GLSL)

    - by Soubok
    I wondering if there is a way to optimize this vertex shader. This vertex shader projects (in the light direction) a vertex to the far plane if it is in the shadow. void main(void) { vec3 lightDir = (gl_ModelViewMatrix * gl_Vertex - gl_LightSource[0].position).xyz; // if the vertex is lit if ( dot(lightDir, gl_NormalMatrix * gl_Normal) < 0.01 ) { // don't move it gl_Position = ftransform(); } else { // move it far, is the light direction vec4 fin = gl_ProjectionMatrix * ( gl_ModelViewMatrix * gl_Vertex + vec4(normalize(lightDir) * 100000.0, 0.0) ); if ( fin.z > fin.w ) // if fin is behind the far plane fin.z = fin.w; // move to the far plane (needed for z-fail algo.) gl_Position = fin; } }

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  • Counting texels using a fragment shader

    - by Brett
    Hi, I have two textures generated using a fragment shader. I want to be able to count the number of texels in each texture that are above some colour intensity. My question is how can this be done? My initial thought is to count these texels using the fragment shader before generating the texture. However, this would require some sort of global counter. I can't use occlusion queries because the textures are created from other textures. I'm using OpenGL 2.1. Any ideas appreciated. Thanks

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  • How to create a "retro" pixel shader for transformed 2D sprites that maintains pixel fidelity?

    - by David Gouveia
    The image below shows two sprites rendered with point sampling on top of a background: The left skull has no rotation/scaling applied to it, so every pixel matches perfectly with the background. The right skull is rotated/scaled, and this results in larger pixels that are no longer axis aligned. How could I develop a pixel shader that would render the transformed sprite on the right with axis aligned pixels of the same size as the rest of the scene? This might be related to how sprite scaling was implemented in old games such as Monkey Island, because that's the effect I'm trying to achieve, but with rotation added. Edit As per kaoD's suggestions, I tried to address the problem as a post-process. The easiest approach was to render to a separate render target first (downsampled to match the desired pixel size) and then upscale it when rendering a second time. It did address my requirements above. First I tried doing it Linear -> Point and the result was this: There's no distortion but the result looks blurred and it loses most of the highlights colors. In my opinion it breaks the retro look I needed. The second time I tried Point -> Point and the result was this: Despite the distortion, I think that might be good enough for my needs, although it does look better as a still image than in motion. To demonstrate, here's a video of the effect, although YouTube filtered the pixels out of it: http://youtu.be/hqokk58KFmI However, I'll leave the question open for a few more days in case someone comes up with a better sampling solution that maintains the crisp look while decreasing the amount of distortion when moving.

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  • Google Compute Engine Office Hours: August 22, 2012

    Google Compute Engine Office Hours: August 22, 2012 Office hours with the Google Compute Engine Team on August 22, 2012. The slides can be viewed here: goo.gl The tech talk portion of this session was about OAuth and Service Accounts, an area which the Google Compute Engine team has done a great job simplifying. From: GoogleDevelopers Views: 80 7 ratings Time: 52:42 More in Science & Technology

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  • New Virtual Compute Appliance Videos

    - by Cinzia Mascanzoni
    Watch the latest Virtual Compute Appliance videos to aid your conversations with partners and customers! Virtual Compute Appliance Flash demo shows your customers and partners the business benefits. VCA Product demo. Tier1 Customer Testimonial Video of using Oracle's Virtual Compute Appliance to build a private cloud virtualization platform to host its customers’ Oracle Enterprise and Windows applications. Centroid Partner Testimonial Video.

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  • Google I/O 2012 - Google Compute Engine -- Technical Details

    Google I/O 2012 - Google Compute Engine -- Technical Details Joe Beda, Evan Anderson This session will provide an in depth overview of Google Compute Engine. Google Compute provides Virtual Machines optimized for large scale data processing and analytics. We will dive into the core concepts, API, unique features and architectural best practices in the context of concrete examples. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 2497 88 ratings Time: 01:01:39 More in Science & Technology

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  • Juju Ceilometer-Agent is not reporting about nova-compute

    - by user283530
    I have deployed both ceilometer and ceilometer-agent and added relationship between them. After deployment I can see the resource usage for network(neutron), glance, cinder but I cannot see the information for nova-compute. But it is instructed that ceilometer-agent should deployed in every compute node but with juju its not possible to deploy it on specific compute node. Thanks in advance for your help.

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  • Monogame/SharpDX - Shader parameters missing

    - by Layoric
    I am currently working on a simple game that I am building in Windows 8 using MonoGame (develop3d). I am using some shader code from a tutorial (made by Charles Humphrey) and having an issue populating a 'texture' parameter as it appears to be missing. Edit I have also tried 'Texture2D' and using it with a register(t0), still no luck I'm not well versed writing shaders, so this might be caused by a more obvious problem. I have debugged through MonoGame's Content processor to see how this shader is being parsed, all the non 'texture' parameters are there and look to be loading correctly. Edit This seems to go back to D3D compiler. Shader code below: #include "PPVertexShader.fxh" float2 lightScreenPosition; float4x4 matVP; float2 halfPixel; float SunSize; texture flare; sampler2D Scene: register(s0){ AddressU = Clamp; AddressV = Clamp; }; sampler Flare = sampler_state { Texture = (flare); AddressU = CLAMP; AddressV = CLAMP; }; float4 LightSourceMaskPS(float2 texCoord : TEXCOORD0 ) : COLOR0 { texCoord -= halfPixel; // Get the scene float4 col = 0; // Find the suns position in the world and map it to the screen space. float2 coord; float size = SunSize / 1; float2 center = lightScreenPosition; coord = .5 - (texCoord - center) / size * .5; col += (pow(tex2D(Flare,coord),2) * 1) * 2; return col * tex2D(Scene,texCoord); } technique LightSourceMask { pass p0 { VertexShader = compile vs_4_0 VertexShaderFunction(); PixelShader = compile ps_4_0 LightSourceMaskPS(); } } I've removed default values as they are currently not support in MonoGame and also changed ps and vs to v4 instead of 2. Could this be causing the issue? As I debug through 'DXConstantBufferData' constructor (from within the MonoGameContentProcessing project) I find that the 'flare' parameter does not exist. All others seem to be getting created fine. Any help would be appreciated. Update 1 I have discovered that SharpDX D3D compiler is what seems to be ignoring this parameter (perhaps by design?). The ConstantBufferDescription.VariableCount seems to be not counting the texture variable. Update 2 SharpDX function 'GetConstantBuffer(int index)' returns the parameters (minus textures) which is making is impossible to set values to these variables within the shader. Any one know if this is normal for DX11 / Shader Model 4.0? Or am I missing something else?

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  • Setting uniform value of a vertex shader for different sprites in a SpriteBatch

    - by midasmax
    I'm using libGDX and currently have a simple shader that does a passthrough, except for randomly shifting the vertex positions. This shift is a vec2 uniform that I set within my code's render() loop. It's declared in my vertex shader as uniform vec2 u_random. I have two different kind of Sprites -- let's called them SpriteA and SpriteB. Both are drawn within the same SpriteBatch's begin()/end() calls. Prior to drawing each sprite in my scene, I check the type of the sprite. If sprite instance of SpriteA: I set the uniform u_random value to Vector2.Zero, meaning that I don't want any vertex changes for it. If sprite instance of SpriteB, I set the uniform u_random to Vector2(MathUtils.random(), MathUtils.random(). The expected behavior was that all the SpriteA objects in my scene won't experience any jittering, while all SpriteB objects would be jittering about their positions. However, what I'm experiencing is that both SpriteA and SpriteB are jittering, leading me to believe that the u_random uniform is not actually being set per Sprite, and being applied to all sprites. What is the reason for this? And how can I fix this such that the vertex shader correctly accepts the uniform value set to affect each sprite individually? passthrough.vsh attribute vec4 a_color; attribute vec3 a_position; attribute vec2 a_texCoord0; uniform mat4 u_projTrans; uniform vec2 u_random; varying vec4 v_color; varying vec2 v_texCoord; void main() { v_color = a_color; v_texCoord = a_texCoord0; vec3 temp_position = vec3( a_position.x + u_random.x, a_position.y + u_random.y, a_position.z); gl_Position = u_projTrans * vec4(temp_position, 1.0); } Java Code this.batch.begin(); this.batch.setShader(shader); for (Sprite sprite : sprites) { Vector2 v = Vector2.Zero; if (sprite instanceof SpriteB) { v.x = MathUtils.random(-1, 1); v.y = MathUtils.random(-1, 1); } shader.setUniformf("u_random", v); sprite.draw(this.batch); } this.batch.end();

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  • Passing Boost uBLAS matrices to OpenGL shader

    - by AJM
    I'm writing an OpenGL program where I compute my own matrices and pass them to shaders. I want to use Boost's uBLAS library for the matrices, but I have little idea how to get a uBLAS matrix into OpenGL's shader uniform functions. matrix<GLfloat, column_major> projection(4, 4); // Fill matrix ... GLuint projectionU = glGetUniformLocation(shaderProgram, "projection"); glUniformMatrix4fv(projectionU, 1, 0, (GLfloat *)... Um ...); Trying to cast the matrix to a GLfloat pointer causes an invalid cast error on compile.

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  • How to set Alpha value from pixel shader in SlimDX Direct3d9

    - by Yashwinder
    I am trying to set alpha value of color as color.a = 0.5f in my pixel shader but all the time it is giving an exception. I can set color.r, color.g, color.b but it is not allowing me to set color.a and throwing an exception D3DERR_INVALIDCALL: Invalid call (-2005530516). I have just created a direct3d9 device and assigned my pixel shader to it. My pixel shader code is as below sampler2D ourImage : register(s0); float4 main(float2 locationInSource : TEXCOORD) : COLOR { float4 color = tex2D( ourImage , locationInSource.xy); color.a = 0.2; return color; } I am creating my pixel shader as byte[] byteCode = GiveFxFile(transitionEffect.PixelShaderFileName); var shaderBytecode = ShaderBytecode.Compile(byteCode, "main", "ps_2_0", ShaderFlags.None); var pixelShader = new PixelShader(device, ShaderBytecode); _device.PixelShader=pixelShader; I have initialized my device as var _presentParams = new PresentParameters { Windowed = _isWindowedMode, BackBufferWidth = (int)SystemParameters.PrimaryScreenWidth, BackBufferHeight = (int)SystemParameters.PrimaryScreenHeight, // Enable Z-Buffer // This is not really needed in this sample but real applications generaly use it EnableAutoDepthStencil = true, AutoDepthStencilFormat = Format.D16, // How to swap backbuffer in front and how many per screen refresh BackBufferCount = 1, SwapEffect = SwapEffect.Copy, BackBufferFormat = _direct3D.Adapters[0].CurrentDisplayMode.Format, PresentationInterval = PresentInterval.Immediate, DeviceWindowHandle = _windowHandle }; _device = new Device(_direct3D, 0, DeviceType.Hardware, _windowHandle, deviceFlags | CreateFlags.Multithreaded, _presentParams);

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  • What is the minimum of shader I need to use to run basic calculation on GPU?

    - by Jinxi
    I read, that the Hull Shader, Domain Shader, Geometry Shader and Pixel Shader can be used optional. So, is the Vertex Shader optional too? If no: What does a basic Vertex Shader look like? Just like a simple pass through? Is the Vertex Shader necessary to tell what kind of datastructure (Van Stripes or Meshes) are used? What can I do, with just the vertex shader? Are the fixed functions working without any help of programming a programmable stage?

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  • Got Bus error (core dumped) when run the nova-compute from nova user

    - by Lafada
    I got error when I try to restart the nova-compute service on my compute node. [root@mycompute ~]# service nova-compute restart Stopping OpenStack Nova Compute Worker: [ OK ] Starting OpenStack Nova Compute Worker: [FAILED] I check in the log file /var/log/nova/nova-compute.log but nothing is logged in that file. Then I try to run the command with nova user. [root@mycompute ~]# su -s/bin/bash nova bash-4.1$ /usr/bin/nova-compute Bus error (core dumped) I check for this error on net but didn't get the link to where to check for this error.

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