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Fix vertex buffer handling#10

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bghgary merged 1 commit into
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vertex-buffer-fix
Jun 25, 2019
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Fix vertex buffer handling#10
bghgary merged 1 commit into
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vertex-buffer-fix

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@bghgary bghgary commented Jun 25, 2019

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@bghgary bghgary requested a review from syntheticmagus June 25, 2019 20:28
Comment thread Library/Source/NativeEngine.cpp
@bghgary bghgary merged commit 829a25e into master Jun 25, 2019
@bghgary bghgary deleted the vertex-buffer-fix branch June 25, 2019 20:35
@CedricGuillemet CedricGuillemet mentioned this pull request Oct 22, 2020
bkaradzic-microsoft pushed a commit to bkaradzic-microsoft/BabylonNative that referenced this pull request May 15, 2026
Picks up BabylonJS/SPIRV-Cross#11 which un-guards the final HLSL stubs
that Babylon Native's shader compiler still tripped on after BabylonJS#10:

  - OpSNegate
  - OpVectorTimesMatrix (two sites)
  - OpVectorExtractDynamic
  - to_extract_constant_composite_expression() helper

These were the only remaining SPIRV-Cross WEBMIN stubs reachable by
Babylon Native's HLSL transpile path on D3D11.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
bkaradzic-microsoft added a commit to bkaradzic-microsoft/BabylonNative that referenced this pull request May 15, 2026
Picks up BabylonJS/SPIRV-Cross#10 which removes the SPIRV_CROSS_WEBMIN
stubs (SPIRV_CROSS_INVALID_CALL -> assert(false)) around OpFMod,
OpLogicalOr, and other opcodes commonly emitted by Babylon.js shaders.

Re-tested 46 previously-excluded validation_native.js tests on the
bumped SPIRV-Cross. Net change: 0 -> 9 PASS, 1 -> 5 FAIL_PIXEL_DIFF,
45 -> 31 still failing with shader-compile errors.

The bump revealed that several of the 31 remaining failures had
distinct root causes that the SPIRV-Cross assert was masking:
PrePassRenderer WebGL2 capability check, GPU-particle ARRAY_BUFFER
bug, area-lights LTC asset load failures, and a different remaining
stub site for OpenPBR. Follow-up issues are being filed to track
those.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
bkaradzic-microsoft pushed a commit to bkaradzic-microsoft/BabylonNative that referenced this pull request May 15, 2026
Picks up BabylonJS/SPIRV-Cross#11 which un-guards the final HLSL stubs
that Babylon Native's shader compiler still tripped on after BabylonJS#10:

  - OpSNegate
  - OpVectorTimesMatrix (two sites)
  - OpVectorExtractDynamic
  - to_extract_constant_composite_expression() helper

These were the only remaining SPIRV-Cross WEBMIN stubs reachable by
Babylon Native's HLSL transpile path on D3D11.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
bkaradzic-microsoft added a commit that referenced this pull request May 15, 2026
## Summary

Bumps `BabylonJS/SPIRV-Cross` to
[`866e5ed`](BabylonJS/SPIRV-Cross@866e5ed),
the merge of
[BabylonJS/SPIRV-Cross#11](BabylonJS/SPIRV-Cross#11)
on top of
[BabylonJS/SPIRV-Cross#10](BabylonJS/SPIRV-Cross#10)
("Expose more functions"). Together these remove `#ifndef
SPIRV_CROSS_WEBMIN` guards and their `SPIRV_CROSS_INVALID_CALL()` (=
`assert(false)`) stub bodies for the HLSL opcodes / helpers reachable
from the BN test catalog: `OpFMod`, `OpLogicalOr`, `OpLogicalAnd`,
`OpFwidthFine`, `OpVectorTimesMatrix` (×2 sites),
`OpVectorExtractDynamic`, `OpSNegate`, plus
`to_extract_constant_composite_expression`. Previously-stubbed opcodes
now emit the actual HLSL instead of crashing or returning invalid shader
code.

Also re-enables 17 `validation_native.js` tests in
`Apps/Playground/Scripts/config.json` that were previously excluded with
`"reason": "Test crashes or hangs on Babylon Native"` and now pass on
Win32 D3D11:

idx 138, 241, 254, 293, 296, 309, 321, 322, 323, 332, 333, 373, 376,
391, 558, 559, 574.

## Note on remaining failures unmasked by the bump

In Release builds `SPIRV_CROSS_INVALID_CALL()` is a no-op, so
SPIRV-Cross was silently emitting invalid shader code and the test
pipeline appeared to hang waiting for a render. After this bump, the
underlying JS-side errors are now visible. Several still-failing tests
turn out to have causes unrelated to SPIRV-Cross:

1. The 26 Prepass SSAO + motion blur tests fail at the JS layer with
`PrePassRenderer needs WebGL 2 support` **before** any shader compile —
`NativeEngine` does not advertise the WebGL2 capability that
`PrePassRenderer` requires.
2. One GPU-particles test (`GPU Particles - Animations`) now fails with
`TypeError: Unable to get property 'ARRAY_BUFFER' of undefined` — same
root cause as the GPU-particle `ARRAY_BUFFER` bug previously identified.
3. Two tests (`GreasedLine`, `Area Lights Standard Material`) fail to
load LTC LUT textures: `Error: Unknown error opening URL` — UrlLib /
asset resolution issue.
4. Three OpenPBR variants (Fuzz Weight, Transmission Dispersion — the
`Realtime IBL` / `Prefiltered IBL` paths) still hit shader-compile
errors — likely additional `SPIRV_CROSS_INVALID_CALL()` stub sites not
yet reached by this bump.

These will be tracked as separate follow-up work (renderer-side WebGL2
capability, GPU-particle gl-constants binding, UrlLib LTC asset path,
and a further SPIRV-Cross pass once a `Debug` build pinpoints the
remaining stub sites).

## OpenGL backend coverage

A local `OpenGLWindowsDevOnly` build (Windows + ANGLE, same
`STRINGIZE(GRAPHICS_API) == "OpenGL"` as Linux native OpenGL) was used
to validate the re-enabled tests against the OpenGL backend. Four
entries diverge on OpenGL only and have been marked
`"excludedGraphicsApis": ["OpenGL"]` with a documented reason:

- idx 293, 296: `BGFX FATAL` `mediump float`→`int` shader-compile error
in the `PrePassRenderer` fragment shader (OpenGL/ANGLE GLSL only).
- idx 391: 90 900-px diff in
`sphere-with-custom-shader-to-display-wireframe-using-glow-layer`
(glow-layer + custom-shader divergence).

idx 299 (`Prepass SSAO + GUI`) is held out of the re-enable batch
entirely (kept `excludeFromAutomaticTesting: true`): it passes in
isolation but produces a ~6000-px diff right at the 2.5 % `errorRatio`
threshold when run after sibling Prepass-SSAO tests in the full sweep —
flaky on Win32 D3D11 in CI.

## Build hygiene fix

The pre-existing `OpenGLWindowsDevOnly` build was broken under MSVC
`/WX` because `ExternalTexture_Shared.h` lines 25/28 trip C4702
(unreachable code) — the OpenGL impl's `GetInfo` / `Set` / `Get` always
throw, so the dispatch's no-throw fall-through is statically
unreachable. Added `target_compile_options(ExternalTexture PRIVATE
/wd4702)` gated on `GRAPHICS_API STREQUAL "OpenGL" AND MSVC` in
`Plugins/ExternalTexture/CMakeLists.txt`. No other build is affected.
The right long-term fix is to make the throws conditional in the OpenGL
impl.

## Verification

- Win32 D3D11 (Release x64, Chakra), Windows ANGLE OpenGL
(`OpenGLWindowsDevOnly`), and Linux native OpenGL all run the full sweep
cleanly with the bump applied.
- Re-fetched `_deps/spirv-cross-src` matches the merged `866e5ed`
byte-for-byte.

## Notes

- This only bumps the standalone SPIRV-Cross used by
`Plugins/ShaderCompiler/Source/ShaderCompilerDXBC.cpp` (the one declared
in `CMakeLists.txt`). The bgfx-bundled SPIRV-Cross under
`_deps/bgfx.cmake-src/3rdparty/spirv-cross/` is unaffected.
- Upstream `BabylonJS/SPIRV-Cross` is now 2 commits ahead of the
previous pin (PR #10 + PR #11).

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>

---------

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Co-authored-by: Branimir Karadzic <branimirkaradzic@gmail.com>
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