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Shader parameters for shaders that use vulkan-only features are not included when exporting a project in headless mode #88187
Comments
The dummy rendering server should appear as a high end platform. I think there is just a single function overload for this. edit: I think we can just change this line to false
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No, that won't work by itself; there's checks for rendering_method in ShaderLanguage, too: godot/servers/rendering/shader_language.cpp Line 8368 in 4e990cd
This sort of thing happens in a couple of places; One other place is the ResourceImporterShaderFile: godot/editor/import/resource_importer_shader_file.cpp Lines 94 to 95 in 4e990cd
I think what would work best is if there was some sort of override that the exporter could set for the rendering method that these various things look at when they need the |
After testing, just setting |
Tested versions
v4.3.dev.custom_build [d335281]
System information
Godot v4.3.dev (d335281) - macOS 14.2.1 - Vulkan (Forward+) - integrated Apple M2 Pro - Apple M2 Pro (12 Threads)
Issue description
Related: #66842
While this issue was supposed to be fixed in #87392, it only does so if the shaders do not use any vulkan-specific features ( e.g. certain built-in functions, like
findLSB()
). If the shaders DO use vulkan-specific features, it fails to compile and obliterates any shader parameters.before/after export:
Steps to reproduce
<path_to_editor_bin> --headless --path <retro-post-processing_path> --export-pack test_export_preset test_export.zip
should see shader compile errors in the output:
Open the zip, look at render_container.tscn, observe that the parameters (and the external resources that were used by those parameters) are removed.
Minimal reproduction project (MRP)
retro-post-processing.zip
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