-
Notifications
You must be signed in to change notification settings - Fork 491
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Road to v1.0 #24
Comments
...this is how ANGLE handles depth bias: https://github.com/google/angle/blob/8c5b69cbaa1084d42d2fd68e2781a78bd6dc6015/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.cpp#L177 |
Sokol could use improved error reporting. Right now, I just get an uninformative assert failure, and have to dig into the code to figure out what failed. A function which converts backend error codes to strings would be useful. |
What assert where you hitting? The idea is that you should get a validation error message when the API is used incorrectly, but there are places where validations don't happen yet. But if there are 'popular asserts' then there should be a validation check in front, which would result in a human readable error message (like these: Line 7742 in 1a7d148
|
Having invalid shader code or valid shader code but wrong types for uniform gives me this assert: There also needs to be error checking at the end of |
hmm, currently looking into the shader compilation problem, and I'm getting a validation layer error, not the assertion later in sg_init_pipeline():
Did you override any of the SOKOL_VALIDATE_xxx() macros by chance? |
I think I was mistaken when I said I get the error for invalid shader code. I didn't check for that. But I did get the assert when using wrong types for uniform. Try wrong types for uniform variables, i.e. have |
Ok, I'll check if I can somehow improve error reporting for this case. In any case, thanks for the feedback :) |
depth_clip_enabled(?)not supported by GLES2/WebGL or GLES3/WebGL2antialiased_line_enabled(?)not supported on Metal, and with many caveats on D3D11mip_lod_bias(?) mip_lod_bias as render state is only in D3D11, min_lod/max_lod is not in GLES2/WebGL (just ignore it there)OPTIONAL:
The text was updated successfully, but these errors were encountered: