Fix SPIR-V validation error in Mobile clearcoat code.#118809
Conversation
Calinou
left a comment
There was a problem hiding this comment.
Tested locally with the MRP from #118568, I still get error messages when opening the scene in the editor. I don't get a crash, but I didn't get a crash in master either.
PS: I'm curious if we can statically validate SPIR-V on CI to catch this kind of issue.
Godot v4.7.dev (5f479276c) - Fedora Linux 43 (KDE Plasma Desktop Edition) on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 5090 (nvidia; 580.126.18) - AMD Ryzen 9 9950X3D 16-Core Processor (32 threads) - 62.33 GiB memory - PulseAudio (44100 Hz, Stereo/mono)
|
This needs to be fixed in any case. The code regressed in #111464 which removed the conversion to vec3 for seemingly no reason |
|
Thanks! |
No, because the GLSL files get compiled at runtime, not during build. Unless you mean the CI should also compile the shaders at runtime? As an alternative, I think it could be a good idea to run SPIR-V validation in debug builds. |
Maybe fixes #118568. A crash was occuring due to this validation error in #114743 so I'm fairly certain it's the same problem.