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Godot freezes when transforming the the LIGHT vector from a view space to a world space #67256
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Could you please update your post to say what version of Godot you are using and what (if any) error messages are printed when Godot freezes (you may have to run Godot from the command line to get the error messages)? |
I get similar symptoms with beta6 on Arch Linux as well. It seems to occur after adding a reference to any of the built in matrices, not just Normally there is no freeze, but it does throw errors and ignore the material as described for Windows. However if I try to look at the debuggers error tab after it has thrown its 49 errors (it is consistently 49 logged there) for more than a few seconds, it will freeze the editor. It is shown to be fixed at 25-26% CPU usage at this point (dual core Intel i3 + hyper threading). There does not appear to be a message thrown either to output or CLI when the editor freezes when viewing the already thrown shader compilation errors. These errors are thrown to the output after referencing any built in matrix from
When trying to run the shader in game, I get the same errors:
I will also add this in case the missing functionality from Haswell Vulkan support is at play here, but where it matches symptoms from other symptoms I would think not.
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@tessarakkt thanks for the additional information! It looks there are 2 bugs here:
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Doesn't seem like the engine is freezing now, however the editor doesn't give any feedback indicating that the shader compilation failed. If I removed the missing matrix built-in then it resumed normal operation. |
Godot version
Godot Engine v4.0.beta.custom_build.56563ef09 - https://godotengine.org
Vulkan API 1.1.211 - Using Vulkan Device #0: AMD - AMD Radeon Pro 560X
System information
MacOS, Radeon Pro 560X
Issue description
Pretty simple scenario. Follow the steps to reproduce it.
Note: This also happens on Windows, it's just that Godot never freezes and the shader material is ignored altogether.
Using the CLI, I get a bunch of errors, but I think it boils down to:
The same error happens in other fragment shaders, like :
I can post them all if needed.
Steps to reproduce
light
shader for it and addvec4 light_world = INV_VIEW_MATRIX + vec4(LIGHT, 1.0);
to it. (I think just using INV_VIEW_MATRIX in the light shader breaks)Minimal reproduction project
No response
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