VulkanMod
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Shaders cannot be compiled
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/
(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.
it sometimes prints the complie error and it pointed out at this line
but it also contains in the minecraft core shader -> rendertype_entity_cutout, and this shader can be complied
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()
— 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) Ignore what i said about glPolygon(): its N/A as its related to notenoughcrashes Which is completely unrelated to the actually relevant issue w/ Advanced-Framework
If you are referring to the Rendersystem.GetShader() NullPointer Exception, then this is a known VulkanMod bug;
(ignore the below if thats not your issue)
Minecraft lacks an effective method of getting the name of the required Shader
As Minecraft doesn't have a way of providing the shader name, VulkanMod can't determine the correct shader+Pipeline to load
hence the NPE's when attempting to call Rendersystem.GetShader()
In short, I can look into fixing this Rendersystem.GetShader() NPE if its helpful
So external mods can load the correct shader they need properly
(Was planning on doing this anyway as it effects mod compat w/ other mods as well
(e.g. Botania also has the Rendersystem.GetShader() NPE))
Has this issue been solved by 5f7132b1?