Replies: 2 comments 6 replies
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Are you sure it is being transpiled though? Because I don't think it is unless you're running it in the browser. My understanding is that wgpu will read whatever input you give it and produce whatever output the platform supports, but it will not convert things to and then back from WGSL for no reason. If you give it SPIR-V (which rust-gpu does), then run it on Vulkan-capable GPU, then your SPIR-V will be given to the GPU as is (or close to it). |
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I have a bit of an update, I didn't actually have the Vulkan Validation Layers installed. They're a separate package on Linux. And now I'm seeing a validation error:
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I've got a shader that works fine on my integrated GPU but segfaults on NVIDIA. I use
wgpu
's unsafewgpu::Features::EXPERIMENTAL_PASSTHROUGH_SHADERS
so that the SPIRV is passed directly to the GPU without transpilation to WGSL.The shader itself is here https://github.com/tombh/total-viewsheds/blob/main/crates/kernels/vulkan-and-cpu/src/kernel.rs I feel like it could be the use of
enum
. I've got agdb
trace which suggest the segfault is triggered bylibnvidia-glvkspirv.so
. Does anybody have any more ideas for debugging this?Beta Was this translation helpful? Give feedback.
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