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Workaround for ICE in the DXC shader compiler in debug builds with an EnvironmentMapLight
(#11487)
# Objective DXC+DX12 debug builds with an environment map have been broken since https://github.com/bevyengine/bevy/pull/11366 merged due to an internal compiler error in DXC. I tracked it down to a single `break` statement and reported it upstream (https://github.com/microsoft/DirectXShaderCompiler/issues/6183) ## Solution Workaround the ICE by setting the for loop index variable to the max value of the loop to avoid the `break` that's causing the ICE. This works because it's the last thing in the for loop. The `reflection_probes` and `pbr` examples both appear to still work correctly.
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@ -51,7 +51,12 @@ fn compute_radiances(
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if (all(abs(probe_space_pos) <= vec3(0.5))) {
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if (all(abs(probe_space_pos) <= vec3(0.5))) {
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cubemap_index = reflection_probe.cubemap_index;
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cubemap_index = reflection_probe.cubemap_index;
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intensity = reflection_probe.intensity;
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intensity = reflection_probe.intensity;
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break;
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// TODO: Workaround for ICE in DXC https://github.com/microsoft/DirectXShaderCompiler/issues/6183
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// This works because it's the last thing that happens in the for loop, and will break as soon as it
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// goes back to the top of the loop.
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// We can't use `break` here because of the ICE.
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// break;
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reflection_probe_index = light_probes.reflection_probe_count;
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}
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}
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}
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}
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