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Switch doesn't support texture arrays properly #291
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It looks like something is going wrong with the way texture arrays are being handled, an issue independent from the shaders themselves (seeing how it's affecting all of the lods in the same way). @huwb has a lot more experience debugging consoles than I do, do you have any thoughts on how to proceed with this? |
Hi @dizzy2003, I'm going to work on putting together a branch this evening which will help test for some things. However, in the meantime, it would be really helpful to be able to see the following:
And just to confirm, this is with Also, you can email me at |
@dizzy2003 I'm going to have a look at this tonight, but I was wondering if you managed to make any headway, obtain any new information including the extra lod info that could help. |
Sorry for my late rely, just got back onto looking at this.. But will have my attention for the next few days to try things out.. Grabbed latest crest as of today, just incase anything new happened to fix it :) Unity 2018.3.9f1 Yes usegeom shader is returning false Image of the whirlpool scene Sea floor depth with the white color scale changed (everything looks black) same but with the original scale put back in just to double check. Noticing I am getting these log messages, which I have never seen before in our main game or old crest. I did what it recommended and increased the NVN Queue Command Memory up to 200K but still got the message so something is a bit confused somewhere.. probably a unity bug (might try with a newer version of unity just incase) NVN Device Debug callback: NVN Device Debug callback: NVN Device Debug callback: NVN Device Debug callback: NVN Device Debug callback: |
tried switch build in unity 2019.1.10 exactly the same problem, and error messages |
I have created a little testbed that clears a tex2darray rendertexture to 6 different colours, on switch all layers get set to whatever the last clear colour was. |
Thanks a lot, seems like there is a bug on the switch then. Sorry that we are unable to debug this directly ourselves. :( |
rendered a different colour cube to each layer of the rendertexture array, this did not show up either. Have submitted a bug to unity. not sure of the chances of this being fixed any time soon though.. |
@dizzy2003 Not working on Switch isn't really an acceptable situation to be in. We are looking at partially rolling back some of the changes that have been made in order to get things working (and then revist re-implementing them in a year or so). We will keep you updated on how that goes! |
Just to let you know unity have reproduced the bug and have said they are
working on a fix that will be back ported to unity 2018. No ETA at the
moment but sounds like it might be weeks rather than months.
Just to be clear they arent testing crest they are testing a little project
I sent that reproduced the issue by creating a tex2darray render target and
tried to clear and draw to them via command buffers.
…On Thu, Jul 25, 2019 at 11:59 PM Tom Maenan Read Cutting < ***@***.***> wrote:
@dizzy2003 <https://github.com/dizzy2003> Not working on Switch isn't
really an acceptable situation to be in. We are looking at partially
rolling back some of the changes that have been made in order to get things
working (and then revist re-implementing them in a year or so). We will
keep you updated on how that goes!
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That's really good news, hopefully we will be able to unblock you this week and then we can reimplement the changes if everything works. |
Hi @dizzy2003, did you get any updates with this? |
I just got an update back from unity, its not great Dear Mike Further to our conversation via email, I wanted to follow up directly from our bug system. Speaking to the devs involved - The team expects to fix this in time for 2020.1, and they tell me this is a simple candidate for a backport to your current version (2018.3) also. Note that whilst we expect to ship this in 2020.1, which is expected in March, we would definitely hope to have a fix backported sooner than that, we cannot promise when, but would hope to deliver this before year end, if not early in 2020. |
That's a bit a pain :/ I will discuss with @huwb what the next step could be then. |
Hi @dizzy2003 , thought i'd check in. Out of interest have you heard anything about this? Do you know if a fix is still going to come through? |
Closing due to inactivity |
EDIT FROM @moosichu : Scroll to bottom to see where things have landed.
Switch ocean is very flat and boat is hardly moving, debug info is all wrong :(
PC Image
![image](https://user-images.githubusercontent.com/15023384/61016093-bf085f00-a3d1-11e9-926a-f4dbed03ebaf.png)
Double checked shaders are compiling fine, no errors in log
I had to change #if SHADER_API_VULKAN to
#if SHADER_API_VULKAN ||SHADER_API_SWITCH
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