Current status: Bisecting a Metal shader compiler bug on Intel by commenting out code. What good are the supposedly more precise semantics of MSL over SPIR-V if the compiler doesn’t work?
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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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