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so I have been running known bad shaders (infinite loops) and came across a really unexpected error dump when using D3D12 as backend.
It took me 3 days to go through the naga translation etc, but I have no recreated this issue in wgpu-native. It will happen with backend forced to Dx12 and not on Vulkan (using the snippet from #337). ref branch
here is the loop that naga translated into wgsl (I removed some of the placeholder vars). I think this is also a bad translation - but I am not too sure. it's an issue to file elsewhere too.
Which I guess is an FXC issue (since it works in vulkan) - but that is an issue to file elsewhere. The problem here is how there is seemingly a nullbyte at the end but the bound is wrong? I am not quite sure but it might be an easy fix.
The text was updated successfully, but these errors were encountered:
so I have been running known bad shaders (infinite loops) and came across a really unexpected error dump when using D3D12 as backend.
It took me 3 days to go through the naga translation etc, but I have no recreated this issue in wgpu-native. It will happen with backend forced to Dx12 and not on Vulkan (using the snippet from #337). ref branch
here is the loop that naga translated into wgsl (I removed some of the placeholder vars). I think this is also a bad translation - but I am not too sure. it's an issue to file elsewhere too.
If run with DX12 you get a panic emitted from
wgpu-native/src/logging.rs
Line 43 in 3e18e3d
the full output and stacktrace:
if you decode the error message you get
Which I guess is an FXC issue (since it works in vulkan) - but that is an issue to file elsewhere. The problem here is how there is seemingly a nullbyte at the end but the bound is wrong? I am not quite sure but it might be an easy fix.
The text was updated successfully, but these errors were encountered: