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Vulkan/SPIR-V: update to 1.4.335.0; glslang 16.1.0; revbump shaderc, godot. #56439
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After rebasing to |
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The |
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The latest releases of |
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I’ve now included the Currently, |
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Currently waiting for the LLVM 21 builds to finish on the following architectures:
Because of that, I'm temporarily blocking the build until all related changes are fully compiled and verified locally. |
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Everything seems to be working well with the updated Vulkan and SPIR V stack. Godot also seems to be working correctly with the updated stack, and the engine behaved as expected during local testing. I will continue monitoring for any issues, but so far the update looks stable. |
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I checked the |
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Take a look at my godot PR Also added godoot subpackage |
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Thanks a lot for jumping in and fixing that, really appreciated. I had never worked with packages that explicitly conflict with each other before, so the I’ve already merged your changes into my PR, and I also added you as a co-author for the I also just added the recently updated Thanks again for the help, especially with the |
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Reconcile with #58117. |
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Thanks for the clarification, that’s fair. To give some context: the work originally started in the Vulkan/SPIR-V PR, where I was gradually updating and adapting the stack over time. When @zen0bit opened his PR focused on updating and adopting the Godot package, I suggested aligning the work to avoid rebuilding the same versions twice in the future, especially since a revbump was already inevitable due to the glslang update. During that process, the Godot changes were tested on top of my existing PR. While doing so, @zen0bit proposed and added the new Godot export templates subpackage and helped resolve the CI issues I was hitting related to the SPIRV-LLVM-Translator 19/21 conflict, which I had not dealt with before. Those changes have since been merged into my PR, and he’s credited as a co-author for the SPIRV-LLVM-Translator packages. Since then, I’ve also updated SPIRV-Tools (which is not covered by the other PR), so this PR currently reflects the most up-to-date and consistent state of the Vulkan/SPIR-V stack. That said, I agree that we should avoid duplicating effort. If @zen0bit is okay with it, we can align on moving forward with a single PR, or adopt another approach that he and the maintainers consider more appropriate. Happy to reconcile this in whichever way is preferred. |
Co-authored-by: zenobit <[email protected]>
Co-authored-by: zenobit <[email protected]>
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Following up on this, to keep scopes clear and reviews straightforward, I’ll proceed by keeping each change in its own PR rather than continuing with a combined approach. This PR will focus strictly on the Vulkan/SPIR-V stack updates. The Godot changes can move back to their dedicated PR, as the stack updates do not affect it directly, except for the glslang SONAME change. Thanks for the guidance. |
Testing the changes
Local build testing
Due to the issue I caused with the
FLACmerge (#54573), I made sure to be extra careful with this new large merge. I have built all affected packages on all the architectures listed above, and I have tested the software in my daily usage using theRADVdriver. Everything appears to be working correctly.