Seems to be that the shader compiler is incorrectly hoisting a load of a nullable pointer past control flow…
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Yeah, that seems to be it. PSA: On Intel Metal, set all your fragment shader buffers to a non-null value, even if the shader never dynamically reads them. Load hoisting can cause the shader to try to read values even in never-taken branches…
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The illusion of shaders actually working at all is what keeps me going to work every day.
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#1 bug i had is uninitialised vars. #2 is float precision shenanigans. #3 is metal barriers.
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Oh you think you hate Intel compiler bugs. You should try ifort.
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