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Godot 4 with double precision support crashes when any project is opened #70879
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Metal does not support double-precision at all, even when used on GPU with double-precision support in hardware. But related issues seem to be on Linux, so I guess it's not a Metal only issue. |
Okay, so we need to insert some macOS specific checks in doubles builds to ensure that vertex buffers always use single precision floating point formats Or, I guess it may be possible to detect whether double precision is supported then fallback to single precision if not. That way we may be able to fix the crash on all platforms |
Still an issue in 4.2
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Godot version
4.0 double precision custom build (96f1204)
System information
macOS Ventura 13.1, AMD Radeon Pro 5500M
Issue description
I'm trying to compile the engine from the master-branch with mono and double precision enabled. Compiling works fine and the project list is displayed normally when the editor is opened but when I try to open any project I receive an error and the editor crashes:
The command I used to compile it:
scons platform=macos arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu) precision=double module_mono_enabled=yes
Vulkan API version is 1.3.236.0
There was one warning during the build but not sure if it is related to the problem:
ld: warning: object file (/Users/XXXX/VulkanSDK/1.3.231.1/MoltenVK/MoltenVK.xcframework/macos-arm64_x86_64//libMoltenVK.a(libMoltenVK.a-x86_64-master.o)) was built for newer macOS version (10.13) than being linked (10.12)
I tried to compile it with older version of Vulkan API but the warning didn't go away.
I also made a build without double precision support with and without mono and both builds works so the problem occurs only when the double precision is enabled.
Steps to reproduce
Minimal reproduction project
N/A
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