Skip to content

[Impeller] Figure out why we need the MSL compiler backend for Vulkan and how it's impacting GLES #123795

@dnfield

Description

@dnfield

I tried to refactor the compiler to use a CompilerGLSL for vulkan with vulikan_semantics set to true, but this somehow broke GLES and may have had impact on Vulkan. It's not clear right now why. We should figure that out. I made this change because I found that the compiler was sometimes complaining about the Metal Shading Language being too low for Vulkan targets. For now I'm working around this by setting the MSL version to 3.0.0 (which should be sufficiently high for all features), on the assumption that this doesn't matter for Vulkan anyway.

The real solution seems like having some kind of GLSL compiler with vulkan_semantics set to true, but there are too many other things to fix first at the moment.

Metadata

Metadata

Assignees

Labels

P2Important issues not at the top of the work liste: impellerImpeller rendering backend issues and features requestsengineflutter/engine related. See also e: labels.team-engineOwned by Engine teamtriaged-engineTriaged by Engine team

Type

No type

Projects

Milestone

No milestone

Relationships

None yet

Development

No branches or pull requests

Issue actions