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Compiler failure results infinite loop compiling #71

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alandtse opened this issue Sep 1, 2023 · 1 comment
Closed

Compiler failure results infinite loop compiling #71

alandtse opened this issue Sep 1, 2023 · 1 comment
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@alandtse
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alandtse commented Sep 1, 2023

Need to detect a failure after x amount of retries. Probably should print a message or have some reasonable retry logic.

This is a common complaint and results from mismatched features.

@alandtse alandtse added the bug Something isn't working label Sep 1, 2023
alandtse added a commit to alandtse/skyrim-community-shaders that referenced this issue Sep 10, 2023
* Add error message when compiler failure detected. Error may be hidden
but menu will be in red font to indicate failure state.
* Add statistics to compilation message and advanced options, including
estimated completion time and data on failures and cache hits.
* Add setting to change the Compiler Thread count. This may allow users
to avoid crashes and unresponsiveness.
* Fix logic to detect failed shaders appropriately and avoid infinite
compilation bug.
* Fix bug where Shader Defines would not load if loglevel was malformed.

closes doodlum#71
doodlum pushed a commit that referenced this issue Sep 10, 2023
* feat: improve ShaderCache

* Add error message when compiler failure detected. Error may be hidden
but menu will be in red font to indicate failure state.
* Add statistics to compilation message and advanced options, including
estimated completion time and data on failures and cache hits.
* Add setting to change the Compiler Thread count. This may allow users
to avoid crashes and unresponsiveness.
* Fix logic to detect failed shaders appropriately and avoid infinite
compilation bug.
* Fix bug where Shader Defines would not load if loglevel was malformed.

closes #71

* fix: fix hashkey to avoid hashing on descriptor

Remove descriptor from string generated for hashkeys. On 1.5.97, I see
3.8K worth of hits which may be the permutations discussed here (# 72).
@alandtse
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closed by #86

doodlum added a commit that referenced this issue Sep 13, 2023
* chore: polish Feature menus (#82)

* Some polishing of the Feature menus

* style: 🎨 apply clang-format changes

---------

Co-authored-by: TheRiverwoodModder <[email protected]>

* docs: improve compilation instructions (#85)

* Update README.md

Rework of Readme's instructions to help clarify installation and configuration of requirements to compile Community Shaders.

* Update README.md

* Update README.md

* Update README.md

* Update README.md

Removed explicit install instructions for Vcpkg in the event changes are made upstream to its installation process.

* Update README.md

* feat: add NPC grass collision (#79)

* fix: fix bug where collisionCount always 0

It now will remember the last value from the prior frame.

* feat: add npc grass collision

Allows NPCs to cause grass collisions. This is more costly than the
player only version. However, additional settings have been added to
tune quality over performance. We should ask testers for good defaults.

The commit currently enables NPC collisions by default. We can disable
with maxDistance set to 0.

* style: 🎨 apply clang-format changes

* Some polishing of the Feature menus

* style: 🎨 apply clang-format changes

* chore: convert to popups in menu

---------

Co-authored-by: TheRiverwoodModder <[email protected]>
Co-authored-by: TheRiverwoodModder <[email protected]>

* feat: improve ShaderCache (#86)

* feat: improve ShaderCache

* Add error message when compiler failure detected. Error may be hidden
but menu will be in red font to indicate failure state.
* Add statistics to compilation message and advanced options, including
estimated completion time and data on failures and cache hits.
* Add setting to change the Compiler Thread count. This may allow users
to avoid crashes and unresponsiveness.
* Fix logic to detect failed shaders appropriately and avoid infinite
compilation bug.
* Fix bug where Shader Defines would not load if loglevel was malformed.

closes #71

* fix: fix hashkey to avoid hashing on descriptor

Remove descriptor from string generated for hashkeys. On 1.5.97, I see
3.8K worth of hits which may be the permutations discussed here (# 72).

* fix: set bLandSpecular to support Terrain Parallax (#88)

* refactor: remove redundant state load

* fix: set bLandSpecular to support Terrain Parallax

bLandSpecular may be disabled by certain mod lists and is necessary for
terrain parallax. This will force the setting to true when Terrain
Parallax is enabled.

* docs: simplify build commands

* build: fix subsurface directory structure

Auto deploy scripts were broken due to missing Shaders subdirectory in
/Features

* build: list features for auto deployment

* feat: enable VR building for SSS

* style: clang format

---------

Co-authored-by: doodlum <[email protected]>
Co-authored-by: TheRiverwoodModder <[email protected]>
Co-authored-by: TheRiverwoodModder <[email protected]>
Co-authored-by: AceAmir <[email protected]>
Co-authored-by: Pentalimbed <[email protected]>
alandtse added a commit to alandtse/skyrim-community-shaders that referenced this issue Sep 15, 2023
* chore: polish Feature menus (doodlum#82)

* Some polishing of the Feature menus

* style: 🎨 apply clang-format changes

---------

Co-authored-by: TheRiverwoodModder <[email protected]>

* docs: improve compilation instructions (doodlum#85)

* Update README.md

Rework of Readme's instructions to help clarify installation and configuration of requirements to compile Community Shaders.

* Update README.md

* Update README.md

* Update README.md

* Update README.md

Removed explicit install instructions for Vcpkg in the event changes are made upstream to its installation process.

* Update README.md

* feat: add NPC grass collision (doodlum#79)

* fix: fix bug where collisionCount always 0

It now will remember the last value from the prior frame.

* feat: add npc grass collision

Allows NPCs to cause grass collisions. This is more costly than the
player only version. However, additional settings have been added to
tune quality over performance. We should ask testers for good defaults.

The commit currently enables NPC collisions by default. We can disable
with maxDistance set to 0.

* style: 🎨 apply clang-format changes

* Some polishing of the Feature menus

* style: 🎨 apply clang-format changes

* chore: convert to popups in menu

---------

Co-authored-by: TheRiverwoodModder <[email protected]>
Co-authored-by: TheRiverwoodModder <[email protected]>

* feat: improve ShaderCache (doodlum#86)

* feat: improve ShaderCache

* Add error message when compiler failure detected. Error may be hidden
but menu will be in red font to indicate failure state.
* Add statistics to compilation message and advanced options, including
estimated completion time and data on failures and cache hits.
* Add setting to change the Compiler Thread count. This may allow users
to avoid crashes and unresponsiveness.
* Fix logic to detect failed shaders appropriately and avoid infinite
compilation bug.
* Fix bug where Shader Defines would not load if loglevel was malformed.

closes doodlum#71

* fix: fix hashkey to avoid hashing on descriptor

Remove descriptor from string generated for hashkeys. On 1.5.97, I see
3.8K worth of hits which may be the permutations discussed here (# 72).

* fix: set bLandSpecular to support Terrain Parallax (doodlum#88)

* refactor: remove redundant state load

* fix: set bLandSpecular to support Terrain Parallax

bLandSpecular may be disabled by certain mod lists and is necessary for
terrain parallax. This will force the setting to true when Terrain
Parallax is enabled.

* docs: simplify build commands

* build: fix subsurface directory structure

Auto deploy scripts were broken due to missing Shaders subdirectory in
/Features

* build: list features for auto deployment

* feat: enable VR building for SSS

* style: clang format

---------

Co-authored-by: doodlum <[email protected]>
Co-authored-by: TheRiverwoodModder <[email protected]>
Co-authored-by: TheRiverwoodModder <[email protected]>
Co-authored-by: AceAmir <[email protected]>
Co-authored-by: Pentalimbed <[email protected]>
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