dev-ar-kit Crash: Unhandled atom in intrinsic: llvm.bswap.i32

I’ve fixed this in the development branch for 4.17 so it will definitely be fixed in 4.17. It’ll need to be integrated into the Dev-Ar-Kit snapshot separately.

Oh man, it’s awesome! Any estimates about public availability of 4.17 preview or Dev-Ar-Kit snapshot integration? Thank you :slight_smile:

P.S. Even “git diff” text of that fix will be extremely helpful for us, we’ve stucked because of the issue right now :slight_smile:

Now fixed with this https://github.com/EpicGames/UnrealEngine/commit/472a4d86fef32c33f5e8053bd47f54f91e0c4b42

Thank you @marksatt-pitbull :slight_smile:

Thanks for looking into this @marksatt-pitbull

I’m still having issues compiling on my machine though - the error message is different now though:

platform SF_METAL_SM5:
2017-06-21 14:15:16.172068-0700 UE4Editor[9610:157830] Fatal error: [File:/Users//Projects/unreal/dev-ar-kit/UnrealEngine/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 4574] 
Failed to compile global shader TCubeFilterPS<1>  .  Enable 'r.ShaderDevelopmentMode' in ConsoleVariables.ini for retries.

My machine’s info:

10.12.5
NVIDIA GeForce GT 640M 512 MB
iMac (21.5-inch, Late 2012)

I was having the same issue after taking the fix mentioned above.
Doing a full clean rebuild fixed it from me :slight_smile:

thanks for the tip @jitesh
i’ll try cleaning ARSample, UnrealLightmass, and ShaderCompileWorker… i’ll check back in, in a few hours =]

Unfortunately a clean and rebuild didn’t help in my case =(

Any other ideas?

Hi,

Just wanted to follow up regarding this issue.

ShaderCompiler.cpp] [Line: 4574] 
 Failed to compile global shader TCubeFilterPS<1>

Should I create a separate report for it? Also, is there a way for me to see the actual shader compile error when building in XCode? I tried to find a doc on the subject, but wasn’t successful.

I think separate report is good idea :slight_smile:

ok doke… here’s a link to the new bug report: ARKit - ARSample - Failed to compile global shader - Rendering - Epic Developer Community Forums

Hi guys,

Editor crashing right after loading with error (full logs are in attachment):

[2017.06.10-14.25.50:128][  2]LogMac:Error: appError called: Assertion failed: Assertion failed:  [File:/Users/oleg/Work/UnrealEngine-dev-ar-kit/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalPipeline.cpp] [Line: 714] 
Failed to generate a render pipeline state object:

 Unhandled atom in intrinsic: llvm.bswap.i32



[2017.06.10-14.25.50:138][  2]LogCrashTracker: 


[2017.06.10-14.25.50:139][  2]LogMac: === Critical error: ===
SIGSEGV: invalid attempt to access memory at address 0x3

[2017.06.10-14.25.50:139][  2]LogMac: FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x2f8b52b  (filename not found) [in UE4Editor-Core.dylib]
FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x317292f  (filename not found) [in UE4Editor-Core.dylib]
FOutputDevice::Logf(wchar_t const*, ...) Address = 0x324e12d  (filename not found) [in UE4Editor-Core.dylib]
FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...) Address = 0x31b84ce  (filename not found) [in UE4Editor-Core.dylib]
CreateMTLRenderPipeline(FGraphicsPipelineStateInitializer const&, EMetalIndexType) Address = 0x368b2f22 (filename not found) [in UE4Editor-MetalRHI.dylib]
FMetalGraphicsPipelineState::FMetalGraphicsPipelineState(FGraphicsPipelineStateInitializer const&) Address = 0x36849ada (filename not found) [in UE4Editor-MetalRHI.dylib]
FMetalDynamicRHI::RHICreateGraphicsPipelineState(FGraphicsPipelineStateInitializer const&) Address = 0x3684a485 (filename not found) [in UE4Editor-MetalRHI.dylib]
GetAndOrCreateGraphicsPipelineState(FRHICommandList&, FGraphicsPipelineStateInitializer const&, EApplyRendertargetOption) Address = 0x8d9c3b4  (filename not found) [in UE4Editor-RHI.dylib]
SetGraphicsPipelineState(FRHICommandList&, FGraphicsPipelineStateInitializer const&, EApplyRendertargetOption) Address = 0x8d9d928  (filename not found) [in UE4Editor-RHI.dylib]
FilterReflectionEnvironment(FRHICommandListImmediate&, ERHIFeatureLevel::Type, int, TSHVectorRGB<3>*) Address = 0x131f5629 (filename not found) [in UE4Editor-Renderer.dylib]
TGraphTask<FScene::UpdateSkyCaptureContents(USkyLightComponent const*, bool, UTextureCube*, FTexture*, float&, TSHVectorRGB<3>&)::EURCMacro_FilterCommand>::ExecuteTask(TArray<FBaseGraphTask*, FDefaultAllocator>&, ENamedThreads::Type) Address = 0x132be6fe (filename not found) [in UE4Editor-Renderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x2faaf2d  (filename not found) [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x2fa7305  (filename not found) [in UE4Editor-Core.dylib]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x2fa3d0e  (filename not found) [in UE4Editor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x8d138f1  (filename not found) [in UE4Editor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x8d27b27  (filename not found) [in UE4Editor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x30088ee  (filename not found) [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x2fc56de  (filename not found) [in UE4Editor-Core.dylib]
_pthread_body() Address = 0xc787e93b (filename not found) [in libsystem_pthread.dylib]
_pthread_body() Address = 0xc787e887 (filename not found) [in libsystem_pthread.dylib]
thread_start() Address = 0xc787e08d (filename not found) [in libsystem_pthread.dylib]