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Using GL_NV_mesh_shader in separate program #21
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I think you're hitting a compiler bug, and it shouldn't be complaining about those particular builtins. Can you point me to the full shaders, or a repro? |
As a workaround, try using the |
I have reported this issue internally as nvbug 4846676. |
Thank you for your quick response. The driver version is 560.94. |
There should be a fix for this issue in the latest Vulkan beta driver version 553.40 (Windows) and 550.40.76 (Linux) found here: https://developer.nvidia.com/vulkan-driver I realize this is a "Vulkan" beta driver, but it should also contain this OpenGL GLSL fix. |
Hi, I'm using mesh shader with separate program (OpenGL). when compiling mesh shader (using glCreateShaderProgramv), it return following error:
C7592: ARB_separate_shader_objects requires built-in block gl_PerVertex to be redeclared before accessing its members
If I declare output like this:
It returns following error:
error C7593: Builtin block member gl_Position not found in redeclaration of out gl_PerVertex
If I declare output like this:
It returns following error:
This gl_nv_meshlet_cadscene does not using separate mode, so I don't know how to correctly redeclare outputs. Would you help give me an example?
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