Just for troubleshooting purposes...while keeping both the d3d8.dll and d3d9.dll files present (i.e., not removed), have you tried changing the line in the "SweetFX_compatibility_settings.txt" file (in the main WOFF directory) from:
#define SweetFX_shader_model 3
to read:
#define SweetFX_shader_model 2
This should *NOT* be required, but it would be weird if doing so enabled SweetFX to work with your card. It might tell the coders something...but I'm just guessing at this point. You seem to have tried most everything, but I can't help but feel it's some "simple" thing we're all missing.
my log.log file errors with the following:
full path: G:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\
redirecting CreateDevice
initialising shader environment
D3DXCreateEffectFromFile failed
G:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\d3d9.fx(210,18): error X3004: undeclared identifier 'SweetFX_main'
the contents of my D3D9.fx file looks like this:
/**
* Copyright (C) 2011 Jorge Jimenez (jorge@iryoku.com)
* Copyright (C) 2011 Belen Masia (bmasia@unizar.es)
* Copyright (C) 2011 Jose I. Echevarria (joseignacioechevarria@gmail.com)
* Copyright (C) 2011 Fernando Navarro (fernandn@microsoft.com)
* Copyright (C) 2011 Diego Gutierrez (diegog@unizar.es)
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the following disclaimer
* in the documentation and/or other materials provided with the
* distribution:
*
* "Uses SMAA. Copyright (C) 2011 by Jorge Jimenez, Jose I. Echevarria,
* Belen Masia, Fernando Navarro and Diego Gutierrez."
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS
* IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL COPYRIGHT HOLDERS OR CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are
* those of the authors and should not be interpreted as representing official
* policies, either expressed or implied, of the copyright holders.
*/
//Include SweetFX settings
#include "SweetFX_preset.txt"
#include "SweetFX/SweetFX_compatibility_settings.txt"
/**
* Setup mandatory defines. Use a real macro here for maximum performance!
*/
#ifndef SMAA_PIXEL_SIZE // It's actually set on runtime, this is for compilation time syntax checking.
#define SMAA_PIXEL_SIZE float2(1.0 / 1920.0, 1.0 / 1080.0)
#endif
/**
* This can be ignored; its purpose is to support interactive custom parameter
* tweaking.
*/
/*
float threshold;
float maxSearchSteps;
float maxSearchStepsDiag;
*/
/*
#ifdef SMAA_PRESET_CUSTOM
#define SMAA_THRESHOLD threshold
#define SMAA_MAX_SEARCH_STEPS maxSearchSteps
#define SMAA_MAX_SEARCH_STEPS_DIAG maxSearchStepsDiag
#define SMAA_FORCE_DIAGONALS 1
#endif
*/
// Set the HLSL version:
#define SMAA_HLSL_3 1
// And include our header!
#include "SweetFX\Shaders\SMAA.h"
/**
* Input vars and textures.
*/
texture2D colorTex2D;
/*texture2D depthTex2D;*/
texture2D edgesTex2D;
texture2D blendTex2D;
texture2D areaTex2D;
texture2D searchTex2D;
/**
* DX9 samplers.
*/
sampler2D colorTex {
Texture = <colorTex2D>;
AddressU = Clamp; AddressV = Clamp;
MipFilter = Point; MinFilter = Linear; MagFilter = Linear;
SRGBTexture = true;
};
sampler2D colorTexG {
Texture = <colorTex2D>;
AddressU = Clamp; AddressV = Clamp;
MipFilter = Linear; MinFilter = Linear; MagFilter = Linear;
SRGBTexture = false;
};
/*
sampler2D depthTex {
Texture = <depthTex2D>;
AddressU = Clamp; AddressV = Clamp;
MipFilter = Linear; MinFilter = Linear; MagFilter = Linear;
SRGBTexture = false;
};
*/
sampler2D edgesTex {
Texture = <edgesTex2D>;
AddressU = Clamp; AddressV = Clamp;
MipFilter = Linear; MinFilter = Linear; MagFilter = Linear;
SRGBTexture = false;
};
sampler2D blendTex {
Texture = <blendTex2D>;
AddressU = Clamp; AddressV = Clamp;
MipFilter = Linear; MinFilter = Linear; MagFilter = Linear;
SRGBTexture = false;
};
sampler2D areaTex {
Texture = <areaTex2D>;
AddressU = Clamp; AddressV = Clamp; AddressW = Clamp;
MipFilter = Linear; MinFilter = Linear; MagFilter = Linear;
SRGBTexture = false;
};
sampler2D searchTex {
Texture = <searchTex2D>;
AddressU = Clamp; AddressV = Clamp; AddressW = Clamp;
MipFilter = Point; MinFilter = Point; MagFilter = Point;
SRGBTexture = false;
};
//Include the main SweetFX control shader
#include "SweetFX/Shaders/Main.h"
#if (USE_SMAA_ANTIALIASING == 1)
/**
* Function wrappers
*/
void DX9_SMAAEdgeDetectionVS(inout float4 position : POSITION,
inout float2 texcoord : TEXCOORD0,
out float4 offset[3] : TEXCOORD1) {
SMAAEdgeDetectionVS(position, position, texcoord, offset);
}
void DX9_SMAABlendWeightCalculationVS(inout float4 position : POSITION,
inout float2 texcoord : TEXCOORD0,
out float2 pixcoord : TEXCOORD1,
out float4 offset[3] : TEXCOORD2) {
SMAABlendWeightCalculationVS(position, position, texcoord, pixcoord, offset);
}
void DX9_SMAANeighborhoodBlendingVS(inout float4 position : POSITION,
inout float2 texcoord : TEXCOORD0,
out float4 offset[2] : TEXCOORD1) {
SMAANeighborhoodBlendingVS(position, position, texcoord, offset);
}
float4 DX9_SMAALumaEdgeDetectionPS(float4 position : SV_POSITION,
float2 texcoord : TEXCOORD0,
float4 offset[3] : TEXCOORD1,
uniform SMAATexture2D colorGammaTex) : COLOR {
return SMAALumaEdgeDetectionPS(texcoord, offset, colorGammaTex);
}
float4 DX9_SMAAColorEdgeDetectionPS(float4 position : SV_POSITION,
float2 texcoord : TEXCOORD0,
float4 offset[3] : TEXCOORD1,
uniform SMAATexture2D colorGammaTex) : COLOR {
return SMAAColorEdgeDetectionPS(texcoord, offset, colorGammaTex);
}
float4 DX9_SMAADepthEdgeDetectionPS(float4 position : SV_POSITION,
float2 texcoord : TEXCOORD0,
float4 offset[3] : TEXCOORD1,
uniform SMAATexture2D depthTex) : COLOR {
return SMAADepthEdgeDetectionPS(texcoord, offset, depthTex);
}
float4 DX9_SMAABlendingWeightCalculationPS(float4 position : SV_POSITION,
float2 texcoord : TEXCOORD0,
float2 pixcoord : TEXCOORD1,
float4 offset[3] : TEXCOORD2,
uniform SMAATexture2D edgesTex,
uniform SMAATexture2D areaTex,
uniform SMAATexture2D searchTex) : COLOR {
return SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edgesTex, areaTex, searchTex, 0);
}
float4 DX9_SMAANeighborhoodBlendingPS(float4 position : SV_POSITION,
float2 texcoord : TEXCOORD0,
float4 offset[2] : TEXCOORD1,
uniform SMAATexture2D colorTex,
uniform SMAATexture2D blendTex) : COLOR {
float4 SMAAoutput = SMAANeighborhoodBlendingPS(texcoord, offset, colorTex, blendTex);
SMAAoutput = SweetFX_main(texcoord,SMAAoutput); // Add the other effects
return SMAAoutput; //Returning the pixel
}
/*----------------------------------------------------------*/
/**
* Time for some techniques!
*/
technique LumaEdgeDetection { // Pass 1A
pass LumaEdgeDetection {
VertexShader = compile vs_3_0 DX9_SMAAEdgeDetectionVS();
#if COLOR_EDGE_DETECTION == 1
PixelShader = compile ps_3_0 DX9_SMAAColorEdgeDetectionPS(colorTexG);
#else
PixelShader = compile ps_3_0 DX9_SMAALumaEdgeDetectionPS(colorTexG);
#endif
ZEnable = false;
SRGBWriteEnable = false;
AlphaBlendEnable = false;
// We will be creating the stencil buffer for later usage.
StencilEnable = true;
StencilPass = REPLACE;
StencilRef = 1;
}
}
/*
technique ColorEdgeDetection { // Pass 1B
pass ColorEdgeDetection {
VertexShader = compile vs_3_0 DX9_SMAAEdgeDetectionVS();
PixelShader = compile ps_3_0 DX9_SMAAColorEdgeDetectionPS(colorTexG);
ZEnable = false;
SRGBWriteEnable = false;
AlphaBlendEnable = false;
// We will be creating the stencil buffer for later usage.
StencilEnable = true;
StencilPass = REPLACE;
StencilRef = 1;
}
}
*/
/*
technique DepthEdgeDetection { // Pass 1C
pass DepthEdgeDetection {
VertexShader = compile vs_3_0 DX9_SMAAEdgeDetectionVS();
PixelShader = compile ps_3_0 DX9_SMAADepthEdgeDetectionPS(depthTex);
ZEnable = false;
SRGBWriteEnable = false;
AlphaBlendEnable = false;
// We will be creating the stencil buffer for later usage.
StencilEnable = true;
StencilPass = REPLACE;
StencilRef = 1;
}
}
*/
technique BlendWeightCalculation { // Pass 2
pass BlendWeightCalculation {
VertexShader = compile vs_3_0 DX9_SMAABlendWeightCalculationVS();
PixelShader = compile ps_3_0 DX9_SMAABlendingWeightCalculationPS(edgesTex, areaTex, searchTex);
ZEnable = false;
SRGBWriteEnable = false;
AlphaBlendEnable = false;
// Here we want to process only marked pixels.
StencilEnable = true;
StencilPass = KEEP;
StencilFunc = EQUAL;
StencilRef = 1;
}
}
technique NeighborhoodBlending { // Pass 3
pass NeighborhoodBlending {
VertexShader = compile vs_3_0 DX9_SMAANeighborhoodBlendingVS();
PixelShader = compile ps_3_0 DX9_SMAANeighborhoodBlendingPS(colorTex, blendTex);
ZEnable = false;
#if (Need_sRGB == 1)
SRGBWriteEnable = false;
#else
SRGBWriteEnable = true;
#endif
AlphaBlendEnable = false;
// Here we want to process all the pixels.
StencilEnable = false;
}
}
#else // if SMAA is off
/*---------------------------------------.
| :: SweetFX - SMAA_off vertex shader :: |
'---------------------------------------*/
void DX9_SMAA_off_VS(inout float4 position : POSITION
,inout float2 texcoord : TEXCOORD0
//,out float4 lumacoord[2] : TEXCOORD1
){
//lumacoord[0] = pixel.xyxy * (float4(0.5, -0.5, -0.5, -0.5) * offset_bias) + texcoord.xyxy;
//lumacoord[1] = pixel.xyxy * (float4(0.5, 0.5, -0.5, 0.5) * offset_bias) + texcoord.xyxy;
}
/*--------------------------------------.
| :: SweetFX - SMAA_off pixel shader :: |
'--------------------------------------*/
float4 main( float2 texcoord : TEXCOORD0
//, float4 lumacoord[2] : TEXCOORD1
) : COLOR {
float4 SMAAoutput = tex2D(s0, texcoord);
//SMAAoutput = SweetFX_main(SMAAoutput,texcoord,lumacoord); // Add the other effects
SMAAoutput = SweetFX_main(texcoord,SMAAoutput); // Add the other effects
return SMAAoutput; //Returning the pixel
}
/*--------------------------.
| :: SweetFX - Technique :: |
'--------------------------*/
//What Shader Model should we use?
#if (SweetFX_shader_model == 0)
#define vertex_shader_model vs_2_0
#define pixel_shader_model ps_2_0
#elif (SweetFX_shader_model == 1)
#define vertex_shader_model vs_2_0
#define pixel_shader_model ps_2_a
#elif (SweetFX_shader_model == 2)
#define vertex_shader_model vs_2_0
#define pixel_shader_model ps_2_b
#else
#define vertex_shader_model vs_3_0
#define pixel_shader_model ps_3_0
#endif
technique SMAA_off { // Not doing SMAA.
pass SMAA_off {
VertexShader = compile vertex_shader_model DX9_SMAA_off_VS();
PixelShader = compile pixel_shader_model main(); //Use this with GPU Shaderanalyzer
ZEnable = false;
SRGBWriteEnable = false;
AlphaBlendEnable = false;
// Here we want to process all the pixels.
StencilEnable = false;
}
}
#endif