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#version 430 core
// DO NOT CHANGE, must match game internal layout
struct TileData {
// TF_ flags 0:32
uint flags;
// TF_ flags 32:64
uint flags2;
// Sprites are all:
// spriteID=0:16, spriteFlags=16:32
uint floorSpriteUID ;
uint wallSpriteUID;
uint itemSpriteUID;
uint creatureSpriteUID;
uint jobSpriteFloorUID;
uint jobSpriteWallUID;
// fluidLevel=0:8, lightLevel=0:8, vegetationLevel=8:16
uint packedLevels;
};
struct TileDataUpdate {
uint id;
TileData tile;
};
layout(std430, binding = 0) writeonly restrict buffer tileData1
{
TileData data[];
} tileData;
layout(std430, binding = 1) readonly restrict buffer tileDataUpdate1
{
TileDataUpdate data[];
} tileDataUpdate;
uniform int uUpdateSize;
layout(local_size_x = 64) in;
void main()
{
uint id = gl_GlobalInvocationID.x;
if(id < uUpdateSize)
{
TileDataUpdate data = tileDataUpdate.data[id];
tileData.data[data.id] = data.tile;
}
}
The above shader fails to link with an "Out of resource error." message (and no additional context given) on a HD4600 GPU.
Context information as reported by Intel driver:
Intel
4.3.0 - Build 20.19.15.5144
Intel(R) HD Graphics 4600
The same shader program works on NVidia and AMD GPUs, as well as on newer Intel GPUs.
I don't have access to such GPU myself, so I can't even experiment, but looks like a failure the shader compiler.
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Intel(R) HD Graphics 5500 appears to be affected in the exact same way, a super-not-helpful "Out of resource error." when trying to link the above compute shader.
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Looks like this actually *was* still functional in driver version 20.19.15.4624.
Newer(!) builds 20.19.15.5126 and 20.19.15.5144 are confirmed to be broken.

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