Open Trynera opened 1 month ago
I compiled Shady and VCC using Visual Studio 2022 if that's important
So after a bit of investigation I saw that the Shady IR output doesn't have any signs of a SubGroupID or smth like that, but when I look within the LLVM IR, it has mentions of a SubGroupID! So it's probably a problem with the Shady Compiler
btw it's probably not me having corrupted anything with a git clone or anything, I cloned it with the recursive flag and I tried it again after pulling just to be sure! This is the errors I got in my Vulkan code, keep in mind that when I wrote it in GLSL it worked just fine. Most notible is the part mentioning Operand 3 requiring Kernel and GroupNonUniform capabilities which are generally known for not being available in Graphics Pipelines (afaik)
Here is the Vertex Shader (shader.vert.c):
Here is the Fragment Shader (shader.frag.c):
probably the most relevent section in the C++ part where I just get every feature from every version of the api (fyi my hardware is not the problem or atleast I don't think it is, also most of it is not my code so don't judge me I'm an idiot):
Sorry if I'm making your life harder through bad bug reports or just horrible code.