Fixes a panic in Metal backend when creating render pipelines with fragment shaders.#297
Open
tristanpoland wants to merge 1 commit intokvark:mainfrom
Open
Fixes a panic in Metal backend when creating render pipelines with fragment shaders.#297tristanpoland wants to merge 1 commit intokvark:mainfrom
tristanpoland wants to merge 1 commit intokvark:mainfrom
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Note
I am not much of a graphics dev, found this issue playing with my rendering engine project PLEASE DOUBLE CHECK ME ON THIS
Summary
Fixes a panic in Metal backend when creating render pipelines with fragment shaders.
Issue
The Metal pipeline creation panics with:
This occurs when creating any render pipeline with a fragment shader on macOS.
Root Cause
When compiling shaders with
per_entry_point_mapin naga, the outputinfostruct contains only the single requested entry point at index 0, regardless of its position in the original module.The code was using
ep_index(from the original module, where fragment shader is typically at index 1) to accessinfo.entry_point_names, which only has 1 element at index 0.ep_index=0→info.entry_point_names[0]✓ep_index=1→info.entry_point_names[1]✗ panicSolution
Use index 0 to access
info.entry_point_namessince naga's per-entry-point compilation always produces a single entry point at index 0. We still correctly useep_indexfor accessing the original module's entry points.Testing
Any render pipeline creation with a fragment shader now works correctly on macOS/Metal. Previously, all such pipelines would panic at initialization.