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Shader compilation errors are parsed and the line numbers are extracted using std::regex. Sometimes the template doesn't match the error, that needs investigation.
On AMD the errors look the same; however, the line numbers count from the beginning of the source code of the last file. On Nvidia and Intel the error line numbers are relative to the very first file, so I implemented a workaround. Thus, in case we have AMD hardware, we have to detect and fix this issue.
The text was updated successfully, but these errors were encountered:
Shader compilation errors are parsed and the line numbers are extracted using std::regex. Sometimes the template doesn't match the error, that needs investigation.
On AMD the errors look the same; however, the line numbers count from the beginning of the source code of the last file. On Nvidia and Intel the error line numbers are relative to the very first file, so I implemented a workaround. Thus, in case we have AMD hardware, we have to detect and fix this issue.
The text was updated successfully, but these errors were encountered: