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However, when using that for Godot4 vulkan, I came across problem which I am unclear if this is related to the WSL-vulkan-mesa implementation or how glslang accepts GLSL code as other has suggested.
I see, the problem is you can have Restrict on the pointer type for the OpVariable because that's a mem object declaration, but not on the members themselves. So basically KhronosGroup/SPIRV-Registry#93 again, and a bug in glslang ?
The text was updated successfully, but these errors were encountered:
Following the tips here, I manage to get WSL vulkan to work.
However, when using that for Godot4 vulkan, I came across problem which I am unclear if this is related to the WSL-vulkan-mesa implementation or how glslang accepts GLSL code as other has suggested.
The text was updated successfully, but these errors were encountered: