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It it believed that this due to an issue in SPIRV-Cross, from this comment on the issue:
The root cause of the crash is currently in SPIRV-Cross SSBOs are translated into RWByteAddressBuffers on D3D12, but reading structs from ByteAddressBuffer has not yet been supported in SPIRV-Cross, so SPIRV-Cross cannot correctly translate "PointLight light = b_lights[0];" into proper HLSL expressions.
The text was updated successfully, but these errors were encountered:
Yup, this is known (same with loading and storing arrays), but now that there is a use-case for it, I can implement it. It's mostly just tedious unrolling.
As part of implementing WebGPU support in Chromium via the Dawn project, we have been using SPIRV-Cross to convert to platform specific shaders.
An external developer working with WebGPU enabled has reported a Windows specific issue with their shaders, https://bugs.chromium.org/p/chromium/issues/detail?id=1037829.
What they are experiencing is that code like this works correctly on Windows and Mac:
but like the following fails on Windows:
It it believed that this due to an issue in SPIRV-Cross, from this comment on the issue:
The text was updated successfully, but these errors were encountered: