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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!

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  • 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.  

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  • 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.  

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