Message #2095728 - D3D error in shader compilation: info: %s / code: %s

Kind #687: D3D error in shader compilation: info: %s / code: %s

Game: DISSIDIA 012[duodecim] FINAL FANTASY (ULES01505_1.00)

D3D error in shader compilation: info: C:\Program Files\PPSSPP\Shader@0x00000175F0A36080(95,31-45): error X3004: undeclared identifier 'u_spline_counts'
 / code: #pragma warning( disable : 3571 )
float4x4 u_proj : register(c0);
float4 u_matambientalpha : register(c20);
float4x3 u_world : register(c11);
float4x3 u_view : register(c8);
float4 u_uvscaleoffset : register(c17);
float4 u_cullRangeMin : register(c80);
float4 u_cullRangeMax : register(c81);
struct VS_IN {                              
  float2 texcoord : TEXCOORD0;
  float4 color0 : COLOR0;
  float3 normal : NORMAL;
  float3 position : POSITION;
};
struct VS_OUT {
  float3 v_texcoord : TEXCOORD0;
  float4 v_color0    : COLOR0;
  float4 gl_Position   : POSITION;
};
float2 tess_sample(in float2 points[16], float4x4 weights) {
  float2 pos = float2(0.0, 0.0);
  pos += weights[0][0] * points[0];
  pos += weights[0][1] * points[1];
  pos += weights[0][2] * points[2];
  pos += weights[0][3] * points[3];
  pos += weights[1][0] * points[4];
  pos += weights[1][1] * points[5];
  pos += weights[1][2] * points[6];
  pos += weights[1][3] * points[7];
  pos += weights[2][0] * points[8];
  pos += weights[2][1] * points[9];
  pos += weights[2][2] * points[10];
  pos += weights[2][3] * points[11];
  pos += weights[3][0] * points[12];
  pos += weights[3][1] * points[13];
  pos += weights[3][2] * points[14];
  pos += weights[3][3] * points[15];
  return pos;
}
float3 tess_sample(in float3 points[16], float4x4 weights) {
  float3 pos = float3(0.0, 0.0, 0.0);
  pos += weights[0][0] * points[0];
  pos += weights[0][1] * points[1];
  pos += weights[0][2] * points[2];
  pos += weights[0][3] * points[3];
  pos += weights[1][0] * points[4];
  pos += weights[1][1] * points[5];
  pos += weights[1][2] * points[6];
  pos += weights[1][3] * points[7];
  pos += weights[2][0] * points[8];
  pos += weights[2][1] * points[9];
  pos += weights[2][2] * points[10];
  pos += weights[2][3] * points[11];
  pos += weights[3][0] * points[12];
  pos += weights[3][1] * points[13];
  pos += weights[3][2] * points[14];
  pos += weights[3][3] * points[15];
  return pos;
}
float4 tess_sample(in float4 points[16], float4x4 weights) {
  float4 pos = float4(0.0, 0.0, 0.0, 0.0);
  pos += weights[0][0] * points[0];
  pos += weights[0][1] * points[1];
  pos += weights[0][2] * points[2];
  pos += weights[0][3] * points[3];
  pos += weights[1][0] * points[4];
  pos += weights[1][1] * points[5];
  pos += weights[1][2] * points[6];
  pos += weights[1][3] * points[7];
  pos += weights[2][0] * points[8];
  pos += weights[2][1] * points[9];
  pos += weights[2][2] * points[10];
  pos += weights[2][3] * points[11];
  pos += weights[3][0] * points[12];
  pos += weights[3][1] * points[13];
  pos += weights[3][2] * points[14];
  pos += weights[3][3] * points[15];
  return pos;
}
float4x4 outerProduct(float4 u, float4 v) {
  return mul((float4x1)v, (float1x4)u);
}
struct Tess {
  float3 pos;
  float2 tex;
  float4 col;
};
void tessellate(in VS_IN In, out Tess tess) {
  int2 point_pos = int2(In.position.z, In.normal.z);
  int2 weight_idx = int2(In.position.xy);
  float3 _pos[16];
  float2 _tex[16];
  float4 _col[16];
  int index;
  index = (0 + point_pos.y) * u_spline_counts + (0 + point_pos.x);
  _pos[0] = tess_data[index].pos;
  _tex[0] = tess_data[index].tex;
  _col[0] = tess_data[index].col;
  index = (0 + point_pos.y) * u_spline_counts + (1 + point_pos.x);
  _pos[1] = tess_data[index].pos;
  _tex[1] = tess_data[index].tex;
  _col[1] = tess_data[index].col;
  index = (0 + point_pos.y) * u_spline_counts + (2 + point_pos.x);
  _pos[2] = tess_data[index].pos;
  _tex[2] = tess_data[index].tex;
  _col[2] = tess_data[index].col;
  index = (0 + point_pos.y) * u_spline_counts + (3 + point_pos.x);
  _pos[3] = tess_data[index].pos;
  _tex[3] = tess_data[index].tex;
  _col[3] = tess_data[index].col;
  index = (1 + point_pos.y) * u_spline_counts + (0 + point_pos.x);
  _pos[4] = tess_data[index].pos;
  _tex[4] = tess_data[index].tex;
  _col[4] = tess_data[index].col;
  index = (1 + point_pos.y) * u_spline_counts + (1 + point_pos.x);
  _p

Status: new. 3 hits from 2022-05-15 18:53:14 to 2022-05-15 18:53:26 UTC. Message #2095728.

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