SPIRV cross compilation causes different shader behavior
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benjamind commented
Interesting project!
Unfortunately I've found that unless I set optimize: false
then it results in different behavior in one of my shaders (specifically one thats doing transform feedback).
Process works fine once optimize is disabled,but I found that even just disabling the SPIRV optimizer pass with optimizerDebugSkipOptimizer
sadly didn't work so I'm assuming its something to do with the cross compilation step.
Do you have any advice for how to debug?