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Investigate why raw glsl/hlsl shaders are only possible in subset of devices #85

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axsaucedo opened this issue Nov 2, 2020 · 2 comments
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There has been several issues reported such as #84 and #70 where Vulkan fails on vk::Pipeline creation when shader data is passed as raw glsl/hlsl string. This seems to be specific to a device so it is suspected to be due to potentially dependencies like shaderc not being present, but would be worth confirming as this would help ensure the build can explicitly check that certain macro guards are present on compile time.

@axsaucedo axsaucedo added the question Further information is requested label Nov 2, 2020
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It seems that this is due to the shaderc libraries not being present but needs further testing to confirm fully.

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Fixed via #150

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