Please note: We are aware of an issue affecting replies on the Arm Community forums, which may not be loading as expected.

We apologize for any inconvenience and appreciate your patience while we investigate and work to resolve the issue.

Thank you for your understanding.


This discussion has been locked.
You can no longer post new replies to this discussion. If you have a question you can start a new discussion

mali offline compiler cannot find entry point for vulkan fragment shader

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!

Parents
  • 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.

Reply
  • 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.

Children