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Shaders cannot be compiled #364
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thanks!And you can create a fork and open a pr at my repository
…---- Replied Message ----
| From | ***@***.***> |
| Date | 01/16/2024 22:52 |
| To | ***@***.***> |
| Cc | ***@***.***>***@***.***> |
| Subject | Re: [xCollateral/VulkanMod] Shaders cannot be compiled (Issue #364) |
(TBh we are not the most active on Github, so if you need more direct+detailed support i would suggest the #development channel in the VulkanMod Discord)
This is not a SPIR-V compilation issue;
You are calling a GL11 function, which is GL11.glPolygonMode()
GL functions aren't loaded with VulkanMod, so they throw a Segfault in native code
Thankfully this is extremely trivial to fix
glPolygonMode() only sets Draw mode and Face Direction, this maps very well tot the Pipeline System VulkanMod uses)_
OTOH our Dev team is tiny (Its just me + Collateral),
Collateral is being swamped with IRL stuff, so this mod is going to be dead for about a month
I can't push commits on this repo, so if you need a fix now i will need to setup an unofficial test branch for you that adds glPolygonMode()
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Reply to this email directly, view it on GitHub, or unsubscribe.
You are receiving this because you authored the thread.Message ID: ***@***.***>
|
Yes, I need this fix, and for the compatibility, I disabled the custom shader
…---- Replied Message ----
| From | ***@***.***> |
| Date | 01/16/2024 22:52 |
| To | ***@***.***> |
| Cc | ***@***.***>***@***.***> |
| Subject | Re: [xCollateral/VulkanMod] Shaders cannot be compiled (Issue #364) |
(TBh we are not the most active on Github, so if you need more direct+detailed support i would suggest the #development channel in the VulkanMod Discord)
This is not a SPIR-V compilation issue;
You are calling a GL11 function, which is GL11.glPolygonMode()
GL functions aren't loaded with VulkanMod, so they throw a Segfault in native code
Thankfully this is extremely trivial to fix
glPolygonMode() only sets Draw mode and Face Direction, this maps very well tot the Pipeline System VulkanMod uses)_
OTOH our Dev team is tiny (Its just me + Collateral),
Collateral is being swamped with IRL stuff, so this mod is going to be dead for about a month
I can't push commits on this repo, so if you need a fix now i will need to setup an unofficial test branch for you that adds glPolygonMode()
—
Reply to this email directly, view it on GitHub, or unsubscribe.
You are receiving this because you authored the thread.Message ID: ***@***.***>
|
but this caused a big performance issue
…---- Replied Message ----
| From | ***@***.***> |
| Date | 01/16/2024 22:52 |
| To | ***@***.***> |
| Cc | ***@***.***>***@***.***> |
| Subject | Re: [xCollateral/VulkanMod] Shaders cannot be compiled (Issue #364) |
(TBh we are not the most active on Github, so if you need more direct+detailed support i would suggest the #development channel in the VulkanMod Discord)
This is not a SPIR-V compilation issue;
You are calling a GL11 function, which is GL11.glPolygonMode()
GL functions aren't loaded with VulkanMod, so they throw a Segfault in native code
Thankfully this is extremely trivial to fix
glPolygonMode() only sets Draw mode and Face Direction, this maps very well tot the Pipeline System VulkanMod uses)_
OTOH our Dev team is tiny (Its just me + Collateral),
Collateral is being swamped with IRL stuff, so this mod is going to be dead for about a month
I can't push commits on this repo, so if you need a fix now i will need to setup an unofficial test branch for you that adds glPolygonMode()
—
Reply to this email directly, view it on GitHub, or unsubscribe.
You are receiving this because you authored the thread.Message ID: ***@***.***>
|
MB i was completely mistaken (Deleted my prior comment as its incorrect: I didn't read the crash log properly) If you are referring to the Minecraft lacks an effective method of getting the name of the required Shader |
In short, I can look into fixing this (Was planning on doing this anyway as it effects mod compat w/ other mods as well |
I am building a MMD model(a type of high-precision model) renderer, when I am writing shaders for resolving performance issues, I found it cannot be compiled on vulkan renderer and there aren't any error logs available. I cannot prevent crashing using NEC mod, because after the shader null pointer exception is a native exception.
loader source: https://github.com/PrimogemStudio/Advanced-Framework
the shader is at src/resources/assets/advancedfmkshaders/core/
refrences are at src/main/java/com/primogemstudio/advancedfmk/mmd/renderer/Renderer.kt
(idea debugger, the model has 68604 vertices, throws NullPointerException)
hs_err_pid10184.log
And it causes the native exception and the whole JVM program crashes.
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