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Mali offline compiler doesn't seem to handle #include

I can't think of any complex game codebase I worked on that has shaders all in one file.  They all need #include support.  When I try to compile our GL shaders (really Vulkan), I get the following failures.  Can I use this offline compiler on real .vert and .frag files?  I'm trying to figure out why Mali driver puts out VK_DEVICE_LOST on our terrain shaders, and thought seeing the shader analysis might help.

 

malioc -c Mali-G76 --vulkan --vertex DebugMesh.vert

ERROR: 0X0000:  SPIR-V require version 310 or higher. <- fixed below

ERROR: 0:4: X0000: '#include' : required extension not requested: GL_GOOGLE_include_directive

ERROR: 0:4: X0000: '#include' : must be followed by a header name 

ERROR: 0ssing entry point: X0000: Each stage requires one entry point <- printing problem

After putting #version 310 es at the top of the file.  We don't typically do this, since we need to compile the shaders using spriv-opt for many different versions.  There also doesn't seem to be a compile option for this.

ERROR: 0:4: X0000: '#include' : required extension not requested: GL_GOOGLE_include_directive

ERROR: 0:4: X0000: '#include' : must be followed by a header name 

ERROR: 0ssing entry point: X0000: Each stage requires one entry point.  <- how to specify this ?

Here are the reported extensions, but include support isn't in there.

Vulkan SPIR-V Extensions

========================

SPV_EXT_descriptor_indexing

SPV_EXT_fragment_invocation_density

SPV_EXT_physical_storage_buffer

SPV_EXT_shader_viewport_index_layer

SPV_KHR_16bit_storage

SPV_KHR_8bit_storage

SPV_KHR_device_group

SPV_KHR_float_controls

SPV_KHR_multiview

SPV_KHR_physical_storage_buffer

SPV_KHR_shader_ballot

SPV_KHR_shader_draw_parameters

SPV_KHR_storage_buffer_storage_class

SPV_KHR_subgroup_vote

SPV_KHR_variable_pointers

SPV_KHR_vulkan_memory_model

Parents
  • A bit more investigation here on the Mali Offline Compiler 7.4 (will ship at the end of the month).

    Using includes does work for glslang (with the #extension added), but only the current working directory is on the include search path. Any includes relative to the source shader location will only work if the source shader is in the current working directory when the offline compiler is invoked.

    HTH,
    Pete

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  • A bit more investigation here on the Mali Offline Compiler 7.4 (will ship at the end of the month).

    Using includes does work for glslang (with the #extension added), but only the current working directory is on the include search path. Any includes relative to the source shader location will only work if the source shader is in the current working directory when the offline compiler is invoked.

    HTH,
    Pete

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