Проблема с рендером krom windows

У меня проблема с рендером krom windows. Я хотел запустить проект в другом окне ,так как браузер слабый и даёт мало FPS, но когда я нажал “Играть” выдало ошибку, также было с експортом.
Вот ,что говорит консоль:

I have a problem with rendering on windows. I wanted to run the project in a different window, since the browser is weak and gives little FPS, but when I clicked “Play” it gave an error, it was also with export.
Here’s what the console says:

__________ [Armory] Compiling __________
Exporting Scene
Scene exported in 0.029981613159179688
C:\armp\firstpg\build_firstpg\debug\temp\deferred_light.frag.hlsl(146,20-75): warning X3570: gradient instruction used in a loop with varying iteration, attempting to unroll the loop
C:\armp\firstpg\build_firstpg\debug\temp\deferred_light.frag.hlsl(290,5): warning X4000: use of potentially uninitialized variable (sampleLight)
C:\armp\firstpg\build_firstpg\debug\temp\deferred_light.frag.hlsl(8,24-46): error X4500: overlapping register semantics not yet implemented ‘s1’
C:\armp\firstpg\build_firstpg\debug\temp\deferred_light.frag.hlsl(8,24-46): error X4500: overlapping register semantics not yet implemented ‘s2’
C:\armp\firstpg\build_firstpg\debug\temp\deferred_light.frag.hlsl(8,24-46): error X4500: overlapping register semantics not yet implemented ‘s3’
C:\armp\firstpg\build_firstpg\debug\temp\deferred_light.frag.hlsl(11,14-30): error X4500: overlapping register semantics not yet implemented ‘s2’
C:\armp\firstpg\build_firstpg\debug\temp\deferred_light.frag.hlsl(13,14-30): error X4500: overlapping register semantics not yet implemented ‘s3’
C:\armp\firstpg\build_firstpg\debug\temp\deferred_light.frag.hlsl(15,14-30): error X4500: overlapping register semantics not yet implemented ‘s4’
C:\armp\firstpg\build_firstpg\debug\temp\deferred_light.frag.hlsl(7,21-34): error X4500: overlapping register semantics not yet implemented ‘t1’
C:\armp\firstpg\build_firstpg\debug\temp\deferred_light.frag.hlsl(7,21-34): error X4500: overlapping register semantics not yet implemented ‘t2’
C:\armp\firstpg\build_firstpg\debug\temp\deferred_light.frag.hlsl(7,21-34): error X4500: overlapping register semantics not yet implemented ‘t3’
C:\armp\firstpg\build_firstpg\debug\temp\deferred_light.frag.hlsl(10,19-26): error X4500: overlapping register semantics not yet implemented ‘t2’
C:\armp\firstpg\build_firstpg\debug\temp\deferred_light.frag.hlsl(12,19-26): error X4500: overlapping register semantics not yet implemented ‘t3’
C:\armp\firstpg\build_firstpg\debug\temp\deferred_light.frag.hlsl(14,19-26): error X4500: overlapping register semantics not yet implemented ‘t4’

Compiling shader 6 of 29 (deferred_light.frag.glsl) failed:
Shader compiler error.
(node:1088) UnhandledPromiseRejectionWarning: Shader compiler error.
(node:1088) UnhandledPromiseRejectionWarning: Unhandled promise rejection. This error originated either by throwing inside of an async function without a catch block, or by rejecting a promise which was not handled with .catch(). (rejection id: 2)
(node:1088) [DEP0018] DeprecationWarning: Unhandled promise rejections are deprecated. In the future, promise rejections that are not handled will terminate the Node.js process with a non-zero exit code.
ERROR: Build failed, check console

If it is a famous bug due to a large number of bulbs in a scene (currently a patch for Deferred Rendering)
(По ссылке, там всё в картинках, где и какие галки включить надо)

:question:Another question for the forum: will there be the same patch, but for Forward Rendering

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I have a problem with rendering on windows. I wanted to run the project in a different window, since the browser is weak and gives little FPS, but when I clicked “Play” it gave an error, it was also with export.
Here’s what the console says:

As toot said, this issue you’ve encountered has been worked around with the addition of shadow map atlases. Make sure you have the latest SDK version to make available this functionality, which you can get by using the armory updater or doing a manual clone of the git version, they are described here.

:question:Another question for the forum: will there be the same patch, but for Forward Rendering

Should be working for forward rendering too. If not please open a issue in the armory github repo.

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In general, yes, everything works with Forward Rendering, but (the norm or not?!) the same error is returned when the Shadow Map Atlas Single Map :ballot_box_with_check: (enabled)

It might help you to clean the cache (Armory Player > Clean) before building the game to enforce a recompilation of the shaders (if we’re still talking about the error message above).

¯_(ツ)_/¯

That looks like a totally different error message, can you please paste the full message here?

bug_win10_shadow_map_atlas_single_map_forward.blend (707.9 КБ)

Simple error text

Armory v2021.3 ($Id: 72df10b88a38adff8ad8e885f6c7d5ac57a6cb90 $)
Exporting Scene
Scene exported in 0.040s
ERROR: C:\tmp\armory3d\projects\tests\rendering\forward\build_bug_win10_shadow_map_atlas_single_map_forward\compiled\Shaders\std/light.glsl:230: ‘shadowMapAtlas’ : undeclared identifier
ERROR: C:\tmp\armory3d\projects\tests\rendering\forward\build_bug_win10_shadow_map_atlas_single_map_forward\compiled\Shaders\Material_mesh.frag.glsl:5: ‘#’ : preprocessor directive cannot be preceded by another token
ERROR: C:\tmp\armory3d\projects\tests\rendering\forward\build_bug_win10_shadow_map_atlas_single_map_forward\compiled\Shaders\Material_mesh.frag.glsl:5: ‘’ : compilation terminated
ERROR: 3 compilation errors. No code generated.

ERROR: Linking fragment stage: Missing entry point: Each stage requires one entry point

SPIR-V is not generated for failed compile or link

Compiling shader 4 of 18 (Material_mesh.frag.glsl) failed:
Shader compiler error.
(node:4612) UnhandledPromiseRejectionWarning: Shader compiler error.
(node:4612) UnhandledPromiseRejectionWarning: Unhandled promise rejection. This error originated either by throwing inside of an async function without a catch block, or by rejecting a promise which was not handled with .catch(). (rejection id: 2)
(node:4612) [DEP0018] DeprecationWarning: Unhandled promise rejections are deprecated. In the future, promise rejections that are not handled will terminate the Node.js process with a non-zero exit code.
Finished in 2.990s
ERROR: Build failed, check console

Verbose Output

Armory v2021.3 ($Id: 72df10b88a38adff8ad8e885f6c7d5ac57a6cb90 $)
Blender: 2.83.12, Target: krom, GAPI: direct3d11
Exporting Scene
Exporting mesh Cube
Scene exported in 0.811s
Exported modules: audio
Shader flags: _Irr _ShadowMap _CSM _ShadowMapAtlas _SingleAtlas _SMSizeUniform _Clusters _SMAA _SSAO
Compositor flags: _CToneFilmic
Khafile flags: arm_csm arm_shadowmap_atlas arm_shadowmap_atlas_single_map rp_shadowmap_atlas_max_size_point=2048 rp_shadowmap_atlas_max_size_spot=2048 rp_shadowmap_atlas_max_size_sun=2048 rp_shadowmap_atlas_max_size=8192 rp_max_lights_cluster=16 rp_max_lights=16 arm_clusters rp_hdr rp_renderer=Forward rp_shadowmap rp_shadowmap_cascade=1024 rp_shadowmap_cube=512 rp_background=World rp_render_to_texture rp_compositornodes rp_antialiasing=SMAA rp_supersampling=1 rp_ssgi=SSAO
Using project from C:\tmp\armory3d\projects\tests\rendering\forward
Running: C:\ArmorySDK/nodejs/node.exe C:\ArmorySDK/Kha/make krom --ffmpeg C:\ffmpeg\bin -g direct3d11 --shaderversion 330 --parallelAssetConversion 4 --to build_bug_win10_shadow_map_atlas_single_map_forward/debug
Using Kha (b9832fba) from C:\ArmorySDK\Kha
Creating Kha project.
Exporting asset 1 of 3 (Scene.arm).
Exporting asset 2 of 3 (World_irradiance.arm).
Exporting asset 3 of 3 (mesh_Cube.arm).
Exporting asset 1 of 3 (Material_data.arm).
Exporting asset 2 of 3 (shader_datas.arm).
Exporting asset 3 of 3 (World_World_data.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Compiling shader 1 of 18 (blur_edge_pass.frag.glsl).
Compiling shader 2 of 18 (compositor_pass.frag.glsl).
Compiling shader 3 of 18 (compositor_pass.vert.glsl).
Compiling shader 4 of 18 (Material_mesh.frag.glsl).
Compiling shader 5 of 18 (Material_mesh.vert.glsl).
Compiling shader 6 of 18 (Material_shadowmap.frag.glsl).
Compiling shader 7 of 18 (Material_shadowmap.vert.glsl).
ERROR: C:\tmp\armory3d\projects\tests\rendering\forward\build_bug_win10_shadow_map_atlas_single_map_forward\compiled\Shaders\std/light.glsl:230: ‘shadowMapAtlas’ : undeclared identifier
ERROR: C:\tmp\armory3d\projects\tests\rendering\forward\build_bug_win10_shadow_map_atlas_single_map_forward\compiled\Shaders\Material_mesh.frag.glsl:5: ‘#’ : preprocessor directive cannot be preceded by another token
ERROR: C:\tmp\armory3d\projects\tests\rendering\forward\build_bug_win10_shadow_map_atlas_single_map_forward\compiled\Shaders\Material_mesh.frag.glsl:5: ‘’ : compilation terminated
ERROR: 3 compilation errors. No code generated.

ERROR: Linking fragment stage: Missing entry point: Each stage requires one entry point

SPIR-V is not generated for failed compile or link

Compiling shader 4 of 18 (Material_mesh.frag.glsl) failed:
Shader compiler error.
(node:3348) UnhandledPromiseRejectionWarning: Shader compiler error.
(node:3348) UnhandledPromiseRejectionWarning: Unhandled promise rejection. This error originated either by throwing inside of an async function without a catch block, or by rejecting a promise which was not handled with .catch(). (rejection id: 2)
(node:3348) [DEP0018] DeprecationWarning: Unhandled promise rejections are deprecated. In the future, promise rejections that are not handled will terminate the Node.js process with a non-zero exit code.
Finished in 9.705s
ERROR: Build failed, check console

2 Likes

Большое, вам спасибо!

Thanks for bringing this to my attention. This should fix it https://github.com/armory3d/armory/pull/2122

2 Likes