Jump to content

post_selection shader crashing on Intel HD graphics


photo

Recommended Posts

Posted

post_selection_00 shader is giving error with OpenGL(check the logs screen shot attached)

 

Graphics Card: Intel HD graphics 520

Working on Driver version :  20.19.15.4531

Not working on Driver version : 21.20.16.4627 (latest available)

 

Please check if some patch can be provided for this.

 

PS: The shader is working fine on DirectX

Driver issue.zip

Posted

Hi,

 

I'm getting the same error on my machine also (OpenGL only).  The exact error that is coming out of the shader seems to be the following:

 

14:47:45 GLShader::compile(): can't link program
14:47:45 Varying "s_texcoord_1" has different type width across different shaders.

 

If you could provide a prompt answer/solution to this it would be much appreciated - it's a show stopper for us.

 

Thanks,

Simon

Posted
Hi,

 

Thank for the report!

 

We've successfully reproduced the issue on Intel GA and added it to our internal bug tracker.

We'll report you back as soon as we get any changes for this issue.

 

Sorry for the inconvenience caused.

Posted

Thanks for your prompt response!  

 

Can I ask a favour - would it be possible to bump this one and give it a higher priority?  Even if it's not fixed - if we can get some feedback/patch as a quick fix or even the best way to work around this without touching any engine code it would be great since this will potentially hold up the next release of our software.

 

Cheers,

Simon

  • 3 weeks later...
Posted

It looks like there is a mismatch of type in vertex and fragment shader which is only picked by specified hardware.

<shader pass="post" vertex="core/shaders/screen_space/vertex/default.vert" fragment="shaders/screen_space/fragment/filter_selection.frag"/>

Changing the type to s_texcoord_1 to float3 in  frag shder does the job.

 

Please confirm the fix.

Posted
1 hour ago, Priyank.Jain2 said:

It looks like there is a mismatch of type in vertex and fragment shader which is only picked by specified hardware.


<shader pass="post" vertex="core/shaders/screen_space/vertex/default.vert" fragment="shaders/screen_space/fragment/filter_selection.frag"/>

Changing the type to s_texcoord_1 to float3 in  frag shder does the job.

 

Please confirm the fix.

If you see no other artifacts or strange behavior - it's OK. We will also check this shader before the next SDK update.


Thanks for pointing to the right place! :)

How to submit a good bug report
---
FTP server for test scenes and user uploads:

×
×
  • Create New...