apologize if this is maybe not the correct place to ask this but I’ve seen some other post about Adreno GPU and this so I am just asking about some suggestions about what I could/should debug and/or if anyone else had same problems.
In essence “extremely simple compute shader” even just “a pure passthrough” or even a shader that does “absolutely nothing” no matter what any time I call :
result = vkCreateComputePipelines(DeviceParams.device, VK_NULL_HANDLE, 1,
&computePipelineCreateInfo, nullptr, the_pipeline);
On the Quest I ALWAYS get :
Signal = SIGSEGV ( signal SIGSEVG : invalid address ( fault address 0x3df8e9be534709) )
Despite same shader / pipeline / descriptors / etc. work with absolutely no problems at all on PC ( windows ), tried so many things I am starting to think “if that function works at all on the Quest”.
Yes I did post the same question on the Oculus forum as well but I very much doubt I’ll get any reply there, but maybe someone here had other experiences with Adreno GPU.
Shader compiled via the glslLangValidator tool and imported it in binary form into the Adreno.
Besides since quite some months I am working on all this I did find some peculiarities of the Adreno VS PC, unfortunately the fact a shader gets “properly compiled” into SPIRV does not mean at all it’s going to run on a given HW, in fact “the problems get out” the moment you call VkCreatePipelines() on a given HW, often with “super obscure error messages” telling absolutely nothing.
One thing I found out for example on the Adreno it seems NOT to like at all a “return” statement into any VS or FS shader, putting “return” statements into shaders seems to always fail pipeline creation.
But anyway, try as I may I could so far not make at all VkCreateComputePipelines() work and I don’t have any working sample.