Comments (6)
My guess is that Windows Server 2019 doesn't have the required Direct3D shader compiler, so that step will be skipped. For SPIR-V compilation to work, you need to install glslangvalidator
-- the easiest way is to install the Vulkan SDK.
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thank you reply me so quickly!
but , it work Direct3D shader compiler well on Windows Server 2019.
please see https://github.com/Siyy/BasicComputeShader demo.
it can work well on Windows Server 2019 .
and i install Vulkan SDK from https://vulkan.lunarg.com/sdk/home#sdk/downloadConfirm/1.1.92.1/windows/VulkanSDK-1.1.92.1-Installer.exe ,but it can't output *.450.glsl.spv as before.
and it can output *.450.glsl well.
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ShaderGen tries to use fxc.exe, the command-line compiler program. It's possible that the compiler is present but ShaderGen doesn't know how to find it on that OS. glslangvalidator
should work as long as it is on the PATH when it runs. I don't have a lot of time to look into that, unfortunately.
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YES!
YOU ARE RIGHT !
When i installed the Win8 SDK by vs2017, it output the * .hlsl.bytes file. and when i restart the windows ,it can output * .450.glsl.spv file now.
Did it out of fxc.exe possible in the near future instead by D3DCompiler_*.DLL ?
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Yes, using D3DCompiler.dll (through SharpDX most likely) would be a better long-term solution here. At the moment I am not actively working on this project, so I won't be able to fix things like that. If you submit a small patch for it, I would be happy to review.
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May i write commit message in Chinese ?
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Related Issues (20)
- [Enhancement] Upgrade Shader.App to .Net Core 2.2
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- Double precision support?
- About findFXC
- embedding generated shaders as part of the compilation process.
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- [Enhancement] Add more options to ShaderGen.App to require shader compilations
- [Enhancement] Use a C# wrapper library for GLSLangValidator
- [Enhancement] Use GLSLangValidator to validate OpenGL Shaders
- [Enhancement] Add tests for ShaderGen.App
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