- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
I have an ongoing problem with the Intel shader compiler for Intel HD Graphics cards (most of the ones I have tested).
The issue is related to utilizing a geometry shader, in which I will receive this message:
'The fragment shader uses varying uv, but previous shader does not write to it. Out of resource error.'
This is a bug, pure and simple, easily described as the fact that the shader compiler does not properly see that there is a geometry shader in the pipeline.
I can elaborate more if the above post is does not provide enough information, but it is actually quite simple:
My vertex shader uses:
out vData
{
vec2 pos;
} vertex;
My geometry shader uses:
in vData
{
vec2 pos;
}vertex[];
out gData
{
vec2 uv;
}frag;
And my fragment shader uses:
in gData
{
vec2 uv;
}frag;
This is easy to diagnose:
A vertex -> fragment pipeline does not write 'varying uv', but the geometry shader is the true 'previous shader', so this is a bug and therefore Intel HD Graphics does not meet the criterion for OpenGL support.
FYI: Nvidia and AMD have no issues whatsoever compiling the same shaders.
Thanks!
Link Copied
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
Hello HenZap,
I understand you are having some issues with the Intel® Shader Compiler.
Allow me to share with you that we have a special group which is in charge of these inquires and they can give you further assistance regarding this issue you are facing. Please go to the https://software.intel.com/en-us/forums/developing-games-and-graphics-on-intel Developing Games and Graphics on Intel® and ask this question on the forum.
Thank you for your patience.
Antony S.
- Subscribe to RSS Feed
- Mark Topic as New
- Mark Topic as Read
- Float this Topic for Current User
- Bookmark
- Subscribe
- Printer Friendly Page