The fragment shader only has one function:
And I have tried to use the mali offline compier by following commands:
-n <NAME>, --name <NAME> Name the program entrypoint.
The malioc.exe tells me to use -n or --name, I have tried both, all without luck.
Can someone kindly points out what's going wrong? Thanks!
Thanks, Peter! This workaround works great for me. Now I can use the mali offline compiler to analysis the vulkan shader.
btw it seems the UE4 also use the glslangValidator to compile the GLSL to SPIR-V.As far as I know, it will first use hlslcc to translate HLSL code to GLSL code, then use glslang to compile the GLSL to SPIR-V.
I just verified that when generate the shader from material, it's not using dxc but hlslcc and glslang.
Thanks for checking.
It's possible to override some of the syntax and semantic checks in glslangValidator by passing in the "-s" command line option, so it's quite possible that UE is using glslangValidator in a more relaxed mode. We don't do this by default as you get in to the realms of implementation-defined behavior.
To confirm - we've implement a workaround for cases where Vulkan source shaders use a custom "--name" and this will ship in the Arm Mobile Studio 2022.3 release due ~end of August.
Thanks again for the bug report - it's very useful for us to get these.
Kind regards, Pete
Great! Thanks for your quick response!
Mobile Studio 2022.3 is now available with the ability to set a custom name.