Jump to content
  • Advertisement
Sign in to follow this  
jakovo

Compute shader compile failed

This topic is 632 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi everyone,

 

Is there any particular restriction on the number of SSBO I can use in a compute shader?...

 

in the code below, as soon as I write the code of Input2 the code fails to compile... if I remove it the compilation goes ok.

#extension GL_ARB_compute_shader : enable
#extension GL_ARB_shader_storage_buffer_object : enable

layout(std430) buffer;
layout(binding = 0) buffer Input0
{
  float array1[];
};

layout(binding = 1) buffer Input1
{
  float array2[];
};

// if I only remove this one, the code compiles ok
layout(binding = 2) buffer Input2
{
  float array3[];
}

layout(local_size_x = 128) in;

void main()
{

}

.

I did a search to see if there were any restrictions on the number of SSBO I can use or something, but nothing that could hint at what might be the problem... any ideas?

Share this post


Link to post
Share on other sites
Advertisement

forget it this post... the problem was not in the code, the source code string buffer was not ending with '\0' so that caused compilation issues...

 

sorry for taking your time!

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!