Shader compilation crash with AMD GPU
I'm experiencing crashes during shader compilation for LightShaftOcclusion/RadialBlur on Linux when using an AMD GPU. From the log I get:
I would guess it originated to either line 50 or 62 in the attached shader source. On another linux system with a nVidia GPU I can not reproduce this issue.
Looking at this callstack I suppose this is still the same issue I already had on 4.16 with a less verbose log. I would be great to get any hints how I can make this shader work for OpenGL on Linux with an AMD GPU.
Thanks for the report. It looks like this is a known issue with some of the shaders. I will update our tracking system with reference to this specific shader to make sure it is not missed in any of the fixes.
There is already a pull request found here https://github.com/EpicGames/UnrealEngine/pull/4080 to fix this issue for one specific shader and you should be able to adapt this to create a work around for other shaders you have issues with until a fix is released.
Overall the reason this works on nvidia but not amd looks like a potential miss interpretation between the GLSL 430 spec in the driver's compiler. The following link may be related to why the miss-interpretation in the spec: https://github.com/KhronosGroup/OpenGL-API/issues/10
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