![]() In my case, one was simply sampling another texture seemed to put me over the line (but again, no compiler warnings/errors). ![]() It's pretty annoying, because you get no information about it, and can only figure out what is happening by commenting out sections of your code until you come to the offending piece. This usually happens when your shader passes the compilers checks (number of interpolators, number of instructions, etc) but for some reason still has an issue on the device or in the emulator. ![]() Often, when a shader fails on a platform, it will fail silently and just draw black. Anyway, I learned a bit about the shader compiler and it's error reporting in that process. It was 135 pixel instructions, so getting that into 64 was pretty tricky. So, I recently spent a lot of time porting a shader forge shader to code, and making it run on sm2 platforms.
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