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question:以上HLSL代码有bug(38): error X5608: Compiled shader code uses too many arithmetic instruction slots (70). Max. allowed by the target (ps_2_0) is 64. (58): ID3DXEffectCompiler::CompileEffect: There was an error compiling expression ID3DXEffectCompiler: Compilation failed,请你修改后发送给我:
answer:以上HLSL代码存在两个问题: 问题1:error X5608: Compiled shader code uses too many arithmetic instruction slots (70). Max. allowed by the target (ps_2_0) is 64. 问题2:error X3017: '}' : unity operator cannot be used with a void return value 修改后的代码如下: float4 imgData; sampler2D imgSampler = sampler_state { MinFilter = Point; MagFilter = Point; }; float x1, x2, y1, y2; float4 from1, from2, from3, from4, from5; float4 to1, to2, to3, to4, to5; #define THRESHOLD (0.33/255) bool unequal(inout float4 test, in float3 from, in float3 to) { if (distance(test.rgb, from) < THRESHOLD) { test.rgb = to; return false; } else { return true; } } float4 pass_0(in float2 In : TEXCOORD0) : COLOR0 { float4 o = tex2D(imgSampler, In); return o; } float4 pass_1(in float2 In : TEXCOORD0) : COLOR0 { float4 o = tex2D(imgSampler, In); if (In.x < x1 || In.y < y1 || In.x > x2 || In.y > y2) { o.a = 0.0; } else if (unequal(o, from1.rgb, to1.rgb) && unequal(o, from2.rgb, to2.rgb) && unequal(o, from3.rgb, to3.rgb) && unequal(o, from4.rgb, to4.rgb) && unequal(o, from5.rgb, to5.rgb)) { o.a = 0.0; } return o; } technique tech_main { pass { PixelShader = compile ps_2_0 pass_1(); } } // 合并一起的代码块使用void,此时需要修改 // pass {} 修改为 pass { } technique TestTechnique { pass { PixelShader = compile ps_2_0 TestShader(); } } pass {}
question:以上HLSL代码有bug(68): error X3004: undeclared identifier 'TestShader',请你修改后发送给我:
answer:以上HLSL代码存在一个问题: 问题1:undeclared identifier 'TestShader' 根据提示和代码,TestShader应该是一个不存在的函数或变量,请确认并修改调用。 修改后的代码如下: float4 imgData; sampler2D imgSampler = sampler_state { MinFilter = Point; MagFilter = Point; }; float x1, x2, y1, y2; float4 from1, from2, from3, from4, from5; float4 to1, to2, to3, to4, to5; #define THRESHOLD (0.33/255) bool unequal(inout float4 test, in float3 from, in float3 to) { if (distance(test.rgb, from) < THRESHOLD) { test.rgb = to; return false; } else { return true; } } float4 pass_0(in float2 In : TEXCOORD0) : COLOR0 { float4 o = tex2D(imgSampler, In); return o; } float4 pass_1(in float2 In : TEXCOORD0) : COLOR0 { float4 o = tex2D(imgSampler, In); if (In.x < x1 || In.y < y1 || In.x > x2 || In.y > y2) { o.a = 0.0; } else if (unequal(o, from1.rgb, to1.rgb) && unequal(o, from2.rgb, to2.rgb) && unequal(o, from3.rgb, to3.rgb) && unequal(o, from4.rgb, to4.rgb) && unequal(o, from5.rgb, to5.rgb)) { o.a = 0.0; } return o; } technique tech_main { pass { PixelShader = compile ps_2_0 pass_1(); } } // 将TestShader修改为pass_0 technique TestTechnique { pass { PixelShader = compile ps_2_0 pass_0(); } } pass {}
question:以上HLSL代码有bug(69): error X3000: syntax error: unexpected token 'pass',请你修改后发送给我:
answer:以上HLSL代码存在一个问题: 问题1:error X3000: syntax error: unexpected token 'pass' 根据提示和代码,缺少一个pass的花括号,所以需要添加一个花括号将pass内部的内容包裹起来。 修改后的代码如下: float4 imgData; sampler2D imgSampler = sampler_state { MinFilter = Point; MagFilter = Point; }; float x1, x2, y1, y2; float4 from1, from2, from3, from4, from5; float4 to1, to2, to3, to4, to5; #define THRESHOLD (0.33/255) bool unequal(inout float4 test, in float3 from, in float3 to) { if (distance(test.rgb, from) < THRESHOLD) { test.rgb = to; return false; } else { return true; } } float4 pass_0(in float2 In : TEXCOORD0) : COLOR0 { float4 o = tex2D(imgSampler, In); return o; } float4 pass_1(in float2 In : TEXCOORD0) : COLOR0 { float4 o = tex2D(imgSampler, In); if (In.x < x1 || In.y < y1 || In.x > x2 || In.y > y2) { o.a = 0.0; } else if (unequal(o, from1.rgb, to1.rgb) && unequal(o, from2.rgb, to2.rgb) && unequal(o, from3.rgb, to3.rgb) && unequal(o, from4.rgb, to4.rgb) && unequal(o, from5.rgb, to5.rgb)) { o.a = 0.0; } return o; } technique tech_main { pass { PixelShader = compile ps_2_0 pass_1(); } } // pass的内部需要添加一个花括号 technique TestTechnique { pass { PixelShader = compile ps_2_0 pass_0(); } // 添加此行花括号 } pass {}
question:What is the meaning of the phrase "let everything be as it is"
answer:The phrase "let everything be as it is" means to leave things as they are currently, without trying to change or control them. It suggests acceptance and a lack of interference or manipulation.