Skip to content

Don't pass textures to functions in the shader - #27

Merged
CPritch merged 1 commit into
mainfrom
fix/mali-shader
Oct 10, 2026
Merged

CPritch merged 1 commit into
mainfrom
fix/mali-shader

Conversation

@CPritch

@CPritch CPritch commented Oct 10, 2026

Copy link
Copy Markdown
Owner

Mali's Vulkan driver segfaults while compiling the shader, which takes down whatever is drawing with it. The crash is in its SPIR-V compiler, tracing a texture passed to a function back to where it was declared.

  • load_depth, depth_rank and height_rank now take a flag for the current or next wallpaper and read that one's texture themselves, through a new load_ranks
  • Nothing else changes: the same reads in the same places

Found on a Pixel 9 Pro (Mali-G715, Android 17), where the fix draws correctly on Vulkan. Format, clippy and tests pass locally, and the render crate still checks for Android. Not yet run on the desktop.

Mali's Vulkan driver segfaults compiling a texture passed to a function,
so the helpers that read depth and ranks now pick the current or next
wallpaper's texture themselves.
@CPritch
CPritch merged commit cabcd9f into main Oct 10, 2026
1 check passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant