Eevee-next: 2 shaders fail to compile #100454

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opened 2022-08-17 06:36:20 +02:00 by Jorge Bernal · 9 comments
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Hi,

@fclem
I know that Eevee-next is under high development but I leave these 2 shader compiling errors that i had in last master. Maybe they are not caught by your system:

3>------ Operación Compilar iniciada: proyecto: bf_gpu_shader_infos, configuración: Release x64 ------
3>Generating shader_baked.hh
3>CUSTOMBUILD : error (gpu.shader): eevee_light_culling_tile Linking:
3>      | Compute info
3>      | ------------
3>CUSTOMBUILD : | error : C5025: lvalue in array access too complex
3>CUSTOMBUILD : | error : C1068: ... or possible array index out of bounds
3>CUSTOMBUILD : | error : C5025: lvalue in array access too complex
3>CUSTOMBUILD : | error : C1068: ... or possible array index out of bounds
3>
3>CUSTOMBUILD : error (gpu.shader): eevee_light_culling_debug FragShader:
3>      |
3> 2672 |     if (light_attenuation(light_buf[l_idx], L, dist) > 0.0) {
3>
3>      |
3>| eevee_light_culling_debug_frag.glsl(39): error GD18BB726: C1317: qualified actual parameter #1 cannot be converted to less qualified parameter ("ld.422")
3>
3>Compilation eevee_light_culling_tile Failed
3>Compilation eevee_light_culling_debug Failed
3>Shader Test compilation result: 420 / 422 passed

The first one comes from intersection tests at function:

bool intersect(CullingTile tile, Sphere sphere)

in the refine using frustum test part:

  /* Refine using frustum test. If the sphere is small it avoids intersection
   * with a neighbor tile. */
  if (isect) {
    isect = intersect(tile.frustum, sphere);
  }

The last one from eevee_light_culling_debug_frag.glsl can be fixed with:

if (light_attenuation(light, L, dist) > 0.0) {

Thanks for the great work with Eevee.

Hi, @fclem I know that Eevee-next is under high development but I leave these 2 shader compiling errors that i had in last master. Maybe they are not caught by your system: ``` 3>------ Operación Compilar iniciada: proyecto: bf_gpu_shader_infos, configuración: Release x64 ------ 3>Generating shader_baked.hh 3>CUSTOMBUILD : error (gpu.shader): eevee_light_culling_tile Linking: 3> | Compute info 3> | ------------ 3>CUSTOMBUILD : | error : C5025: lvalue in array access too complex 3>CUSTOMBUILD : | error : C1068: ... or possible array index out of bounds 3>CUSTOMBUILD : | error : C5025: lvalue in array access too complex 3>CUSTOMBUILD : | error : C1068: ... or possible array index out of bounds 3> 3>CUSTOMBUILD : error (gpu.shader): eevee_light_culling_debug FragShader: 3> | 3> 2672 | if (light_attenuation(light_buf[l_idx], L, dist) > 0.0) { 3> 3> | 3>| eevee_light_culling_debug_frag.glsl(39): error GD18BB726: C1317: qualified actual parameter #1 cannot be converted to less qualified parameter ("ld.422") 3> 3>Compilation eevee_light_culling_tile Failed 3>Compilation eevee_light_culling_debug Failed 3>Shader Test compilation result: 420 / 422 passed ``` The first one comes from intersection tests at function: ``` bool intersect(CullingTile tile, Sphere sphere) ``` in the refine using frustum test part: ``` /* Refine using frustum test. If the sphere is small it avoids intersection * with a neighbor tile. */ if (isect) { isect = intersect(tile.frustum, sphere); } ``` The last one from eevee_light_culling_debug_frag.glsl can be fixed with: ``` if (light_attenuation(light, L, dist) > 0.0) { ``` Thanks for the great work with Eevee.
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Added subscribers: @fclem, @JorgeBernalMartinez

Added subscribers: @fclem, @JorgeBernalMartinez
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Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
Member

I know that Eevee-next is under high development but I leave these 2 shader compiling errors that i had in last master. Maybe they are not caught by your system:

Hi, reports on feature branch are not accepted on tracker. But I will leave the decision on Clément

> I know that Eevee-next is under high development but I leave these 2 shader compiling errors that i had in last master. Maybe they are not caught by your system: Hi, reports on feature branch are not accepted on tracker. But I will leave the decision on Clément

Added subscriber: @TheRedWaxPolice

Added subscriber: @TheRedWaxPolice
Clément Foucault self-assigned this 2022-08-17 15:01:13 +02:00

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

I would say it is OK to accept shader compilation error even at this early stage.

I would say it is OK to accept shader compilation error even at this early stage.
Philipp Oeser removed the
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EEVEE & Viewport
label 2023-02-09 15:12:18 +01:00
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@fclem is this still an issue, or can we close this.

@fclem is this still an issue, or can we close this.

I could not reproduce the error. @JorgeBernalMartinez can you give us more information about your system GPU/Driver?

I could not reproduce the error. @JorgeBernalMartinez can you give us more information about your system GPU/Driver?
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Member

This issue was already fixed. The issue can be closed. Thanks for the work.

This issue was already fixed. The issue can be closed. Thanks for the work.
Blender Bot added
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labels 2023-03-20 12:48:33 +01:00
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Reference: blender/blender#100454
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