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voxelconetracing's Issues

Too many errors in shaders, mostly uniforms not found in shaders

[DEBUG] './assets/shader/ClearBrickTex.shader' shader Log ERROR: 0:38: 'imageSize' : undeclared identifier
ERROR: 0:38: 'imageSize' : function name expected
ERROR: 0:38: '=' : cannot convert from 'const float' to 'int'

[DEBUG] 'ClearBrickTex shader' program Log Link called without any attached shader objects.

[ERROR] Uniform 'brickPool_color' not found in shader 'ClearBrickTex shader'
[ERROR] Uniform 'brickPool_irradiance' not found in shader 'ClearBrickTex shader'
[ERROR] Uniform 'brickPool_normal' not found in shader 'ClearBrickTex shader'
[ERROR] Uniform 'clearMode' not found in shader 'ClearBrickTex shader'
[DEBUG] './assets/shader/voxelizeClear.shader' shader Log ERROR: 0:32: 'imageSize' : undeclared identifier
ERROR: 0:32: 'imageSize' : function name expected
ERROR: 0:32: '=' : cannot convert from 'const float' to 'int'

[DEBUG] 'VoxelizeClear shader' program Log Link called without any attached shader objects.

[ERROR] Uniform 'voxelFragTex_color' not found in shader 'VoxelizeClear shader'
[ERROR] Uniform 'voxelFragTex_normal' not found in shader 'VoxelizeClear shader'
[ERROR] Uniform 'voxelGridTransform' not found in shader 'voxelizeShader'
[ERROR] Uniform 'brickPool_color' not found in shader 'ClearBrickTex shader'
[ERROR] Uniform 'brickPool_irradiance' not found in shader 'ClearBrickTex shader'
[ERROR] Uniform 'brickPool_normal' not found in shader 'ClearBrickTex shader'
[ERROR] Uniform 'clearMode' not found in shader 'ClearBrickTex shader'
[DEBUG] './assets/shader/ClearNodeMap.shader' shader Log ERROR: 0:34: 'imageSize' : undeclared identifier
ERROR: 0:34: 'imageSize' : function name expected
ERROR: 0:34: '=' : cannot convert from 'const float' to '2-component vector of int'

[DEBUG] 'ClearNodeMap shader' program Log Link called without any attached shader objects.

[ERROR] Uniform 'nodeMap' not found in shader 'ClearNodeMap shader'
[ERROR] Uniform 'lightDir' not found in shader 'light injection shader'
[ERROR] Uniform 'brickPool_normal' not found in shader 'light injection shader'
[DEBUG] './assets/shader/VoxelConeTracing/raycastVert.shader' shader Log WARNING: 0:29: Only GLSL version > 110 allows postfix "F" or "f" for float

[DEBUG] './assets/shader/ConeTraceFrag.shader' shader Log ERROR: 0:411: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:427: 'pAddress' : undeclared identifier
ERROR: 0:434: 'texelFetch' : no matching overloaded function found (using implicit conversion)
ERROR: 0:434: 'uintXYZ10ToVec3' : no matching overloaded function found (using implicit conversion)

[ERROR] Uniform 'nodePool_nextS' not found in shader 'cone trace shader'
[ERROR] Uniform 'nodePool_colorS' not found in shader 'cone trace shader'
[ERROR] Uniform 'brickPool_color' not found in shader 'cone trace shader'
[ERROR] Uniform 'brickPool_irradiance' not found in shader 'cone trace shader'
[ERROR] Uniform 'brickPool_normal' not found in shader 'cone trace shader'
[ERROR] Uniform 'voxelGridResolution' not found in shader 'cone trace shader'
[ERROR] Uniform 'viewI' not found in shader 'cone trace shader'
[ERROR] Uniform 'voxelGridTransformI' not found in shader 'cone trace shader'
[ERROR] Uniform 'numLevels' not found in shader 'cone trace shader'
[ERROR] Uniform 'leafNodeResolution' not found in shader 'cone trace shader'
[ERROR] Uniform 'coneAngle' not found in shader 'cone trace shader'
[ERROR] Uniform 'useLighting' not found in shader 'cone trace shader'
[DEBUG] './assets/shader/finalRenderVert.shader' shader Log WARNING: 0:29: Only GLSL version > 110 allows postfix "F" or "f" for float

[DEBUG] './assets/shader/finalRenderFrag.shader' shader Log ERROR: 0:430: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:446: 'pAddress' : undeclared identifier
ERROR: 0:453: 'texelFetch' : no matching overloaded function found (using implicit conversion)
ERROR: 0:453: 'uintXYZ10ToVec3' : no matching overloaded function found (using implicit conversion)

[ERROR] Uniform 'brickPool_color' not found in shader 'final render shader'
[ERROR] Uniform 'brickPool_irradiance' not found in shader 'final render shader'
[ERROR] Uniform 'brickPool_normal' not found in shader 'final render shader'
[ERROR] Uniform 'gBuffer_color' not found in shader 'final render shader'
[ERROR] Uniform 'gBuffer_pos' not found in shader 'final render shader'
[ERROR] Uniform 'gBuffer_normal' not found in shader 'final render shader'
[ERROR] Uniform 'gBuffer_tangent' not found in shader 'final render shader'
[ERROR] Uniform 'shadowMap' not found in shader 'final render shader'
[ERROR] Uniform 'nodePool_nextS' not found in shader 'final render shader'
[ERROR] Uniform 'nodePool_colorS' not found in shader 'final render shader'
[ERROR] Uniform 'lightCamProjMat' not found in shader 'final render shader'
[ERROR] Uniform 'lightCamviewMat' not found in shader 'final render shader'
[ERROR] Uniform 'lightPos' not found in shader 'final render shader'
[ERROR] Uniform 'lightDir' not found in shader 'final render shader'
[ERROR] Uniform 'voxelGridResolution' not found in shader 'final render shader'
[ERROR] Uniform 'viewI' not found in shader 'final render shader'
[ERROR] Uniform 'voxelGridTransformI' not found in shader 'final render shader'
[ERROR] Uniform 'numLevels' not found in shader 'final render shader'
[ERROR] Uniform 'leafNodeResolution' not found in shader 'final render shader'
[ERROR] Uniform 'giIntensity' not found in shader 'final render shader'
[ERROR] Uniform 'specGiIntensity' not found in shader 'final render shader'
[ERROR] Uniform 'specExponent' not found in shader 'final render shader'
[ERROR] Uniform 'useLighting' not found in shader 'final render shader'
[ERROR] Uniform 'useWideCone' not found in shader 'final render shader'
[ERROR] Uniform 'coneAngle' not found in shader 'final render shader'
[ERROR] Uniform 'renderAO' not found in shader 'final render shader'
ERROR(AntTweakBar) >> Exists already
ERROR(AntTweakBar) >> Exists already
ERROR(AntTweakBar) >> Exists already
ERROR(AntTweakBar) >> Exists already
ERROR(AntTweakBar) >> Exists already
ERROR(AntTweakBar) >> Exists already
ERROR(AntTweakBar) >> Exists already
ERROR(AntTweakBar) >> Exists already
Number of voxels: 4917864
VoxelFragList indirectCmdBuf contents:
1 1 0 0
LevelAddressBuffer contents:
0
1
4294967295
4294967295
4294967295
4294967295
4294967295
4294967295

Next free nodepool address: 0
Number of bricks: 0

Too many temp register is used in Geometry shader, it may cause slow execution.

When I run the program , I got the warning "Too many temp register is used in Geometry shader , it may cause slow execution." in the file "KoRE_log.txt".I think maybe I can solve the problem by modify some parameters.But I can't find the right one to modify,can you give me some advice?

I am a beginner in the GPU programming area. Is there any tools can implement "shader debugging" in vs2012?

By the way,you really did an awesome job on this project!
Libaier

Problems with the project configuration

I git the whole project but I can't find the KoRE project in the solution directory. I download the KoRE project here(https://github.com/KoRE0/KoRE) and complied it with the cmake.But I still have problems after I linked the KoRE project to your project(I can't find the file named "TextureBuffer.h" in the KoRE project).So can you email me your whole project?Thx.

Maybe is index error in OB allocator shader.

In ObAllocateVert.shader 38 line (function allocChildTile):
This line:
"uint nextFreeAddress = (1U + 8U * nextFreeTile);"
Maybe error, I think the address do NOT need to plus one, so it's should be:
"uint nextFreeAddress = (0U + 8U * nextFreeTile);"
After I read your codes, I think the layout of node_next pool be like:
+------------------------+-----+
| Node at level0 | ....
+------------------------+-----+
"Node at level 0" contains 8 uint for address of 8 children.
Do you agree with me ?

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