shader: webgpu · intel gen-9 · Windows

#1

shader — fragment_WarTable_Mat 9:8 structures must have at least one member

Renderer WebGPU · intel gen-9 · 1860×893 @1.399994969367981x · r180 · post: haze+dof+smaa · 86 textures in 27 models (27 loading)
Render incidents 3 (shader, gpu-error)
Build 9b94daa · Origin https://dev.wartabletactics.com · Map Scattered Eagles · Phase Battle · Turn 1

Incidents so far:

  • +63.8s shader: fragment_WarTable_Mat 9:8 structures must have at least one member
  • +63.8s gpu-error: renderPipeline_WarTable_Mat_187: [Invalid ShaderModule "fragment_WarTable_Mat"] is invalid due to a previous error.
  • While validating fragment stage ([Invalid ShaderModule "fragment_WarTable_Mat"], entryPoint: "main").
  • While validating fragment state.
  • While calling [Device].CreateRenderPipeline([RenderPipelineDescriptor ""renderPipeline_WarTable_Mat_187""]).
  • +64.0s gpu-error: GPUValidationError: Error while parsing WGSL: :9:8 error: structures must have at least one member

struct OutputType {
^^^^^^^^^^

  • While calling [Device].CreateShaderModule([ShaderModuleDescriptor ""fragment_WarTable_Mat""]).

Console, last lines:

  • warn: [stall] 132 ms in "cutscene" — over the 85 ms DSP budget, the mixer missed 1 buffer(s)
  • warn: [stall] 160 ms in "cutscene" — over the 85 ms DSP budget, the mixer missed 1 buffer(s)
  • warn: [stall] 239 ms in "cutscene" — over the 85 ms DSP budget, the mixer missed 2 buffer(s)
  • warn: [stall] 140 ms in "cutscene" — over the 85 ms DSP budget, the mixer missed 1 buffer(s)
  • warn: [stall] 209 ms in "cutscene" — over the 85 ms DSP budget, the mixer missed 2 buffer(s)

Diagnostics attached as wtt-render-report.json (game state included).

#2

shader — fragment_WarTable_Mat 9:8 structures must have at least one member

Renderer WebGPU · amd rdna-2 · 2509×1347 @1.5x · r180 · post: haze+dof+smaa · 108 textures in 33 models (21 loading)
Render incidents 3 (shader, gpu-error)
Build 9b94daa · Origin https://dev.wartabletactics.com · Map Scattered Eagles · Phase Battle · Turn 1

Incidents so far:

  • +52.7s shader: fragment_WarTable_Mat 9:8 structures must have at least one member
  • +52.7s gpu-error: renderPipeline_WarTable_Mat_117: [Invalid ShaderModule "fragment_WarTable_Mat"] is invalid due to a previous error.
  • While validating fragment stage ([Invalid ShaderModule "fragment_WarTable_Mat"], entryPoint: "main").
  • While validating fragment state.
  • While calling [Device].CreateRenderPipeline([RenderPipelineDescriptor ""renderPipeline_WarTable_Mat_117""]).
  • +52.7s gpu-error: GPUValidationError: Error while parsing WGSL: :9:8 error: structures must have at least one member

struct OutputType {
^^^^^^^^^^

  • While calling [Device].CreateShaderModule([ShaderModuleDescriptor ""fragment_WarTable_Mat""]).

Console, last lines:

  • warn: THREE.TSL: Vertex attribute "normal" not found on geometry.
  • warn: [stall] 915 ms in "frame:render" — over the 85 ms DSP budget, the mixer missed 10 buffer(s)
  • warn: [frame] 1157 ms between frames in "cutscene" (this frame's own work 993 ms: frame:probe 77, frame:render 915; unattributed 1)
  • warn: [stall] 159 ms in "cutscene" — over the 85 ms DSP budget, the mixer missed 1 buffer(s)
  • warn: [stall] 158 ms in "cutscene" — over the 85 ms DSP budget, the mixer missed 1 buffer(s)

Diagnostics attached as wtt-render-report.json (game state included).

#3

shader — fragment_WarTable_Mat 9:8 structures must have at least one member

Renderer WebGPU · arm valhall · 1436×560 @3x · r180 · phone (textures ≤256, drawn @2x) · textures ~3 MB in 3 models (25 loading)
Render incidents 5 (shader, gpu-error)
Build 9b94daa · Origin https://dev.wartabletactics.com · Map The Draw · Phase Battle · Turn 1

Incidents so far:

  • +22.8s shader: fragment_WarTable_Mat 9:8 structures must have at least one member
  • +22.8s gpu-error: renderPipeline_WarTable_Mat_91: [Invalid ShaderModule "fragment_WarTable_Mat"] is invalid due to a previous error.
  • While validating fragment stage ([Invalid ShaderModule "fragment_WarTable_Mat"], entryPoint: "main").
  • While validating fragment state.
  • While calling [Device].CreateRenderPipeline([RenderPipelineDescriptor ""renderPipeline_WarTable_Mat_91""]).

(×2)

  • +22.8s gpu-error: GPUValidationError: Error while parsing WGSL: :9:8 error: structures must have at least one member

struct OutputType {
^^^^^^^^^^

  • While calling [Device].CreateShaderModule([ShaderModuleDescriptor ""fragment_WarTable_Mat""]).
  • +22.8s gpu-error: GPUValidationError: [Invalid RenderPipeline "renderPipeline_WarTable_Mat_91"] is invalid due to a previous error.
  • While encoding [RenderPassEncoder (unlabeled)].SetPipeline([Invalid RenderPipeline "renderPipeline_WarTable_Mat_91"]).
  • While finishing [CommandEncoder "renderContext_9"].

(×13)

  • +22.8s gpu-error: GPUValidationError: [Invalid CommandBuffer from CommandEncoder "renderContext_9"] is invalid due to a previous error.
  • While calling [Queue].Submit([[Invalid CommandBuffer from CommandEncoder "renderContext_9"]])

(×13)

Console, last lines:

  • warn: THREE.TSL: Return statement used in an inline 'Fn()'. Define a layout struct to allow return values.
  • warn: THREE.TSL: Return statement used in an inline 'Fn()'. Define a layout struct to allow return values.
  • warn: [stall] 297 ms in "frame:render" — over the 85 ms DSP budget, the mixer missed 3 buffer(s)
  • warn: [frame] 2595 ms between frames in "play" (this frame's own work 322 ms: frame:splatBake 6, frame:render 297; unattributed 19)
  • warn: [frame] 148 ms between frames in "play" (this frame's own work 16 ms: frame:render 14; unattributed 2)

Diagnostics attached as wtt-render-report.json (game state included).

#4

shader — fragment_WarTable_Mat 9:8 structures must have at least one member

Renderer WebGPU · arm valhall · 1382×560 @3x · r180 · phone (textures ≤256, drawn @2x) · textures ~5 MB in 3 models (25 loading, decoding 2)
Render incidents 5 (shader, gpu-error)
Build 9b94daa · Origin https://dev.wartabletactics.com · Map The Draw · Phase Battle · Turn 1

Incidents so far:

  • +22.9s shader: fragment_WarTable_Mat 9:8 structures must have at least one member
  • +22.9s gpu-error: renderPipeline_WarTable_Mat_91: [Invalid ShaderModule "fragment_WarTable_Mat"] is invalid due to a previous error.
  • While validating fragment stage ([Invalid ShaderModule "fragment_WarTable_Mat"], entryPoint: "main").
  • While validating fragment state.
  • While calling [Device].CreateRenderPipeline([RenderPipelineDescriptor ""renderPipeline_WarTable_Mat_91""]).

(×2)

  • +22.9s gpu-error: GPUValidationError: Error while parsing WGSL: :9:8 error: structures must have at least one member

struct OutputType {
^^^^^^^^^^

  • While calling [Device].CreateShaderModule([ShaderModuleDescriptor ""fragment_WarTable_Mat""]).
  • +22.9s gpu-error: GPUValidationError: [Invalid RenderPipeline "renderPipeline_WarTable_Mat_91"] is invalid due to a previous error.
  • While encoding [RenderPassEncoder (unlabeled)].SetPipeline([Invalid RenderPipeline "renderPipeline_WarTable_Mat_91"]).
  • While finishing [CommandEncoder "renderContext_10"].

(×27)

  • +22.9s gpu-error: GPUValidationError: [Invalid CommandBuffer from CommandEncoder "renderContext_10"] is invalid due to a previous error.
  • While calling [Queue].Submit([[Invalid CommandBuffer from CommandEncoder "renderContext_10"]])

(×27)

Console, last lines:

  • warn: [stall] 665 ms in "frame:render" — over the 85 ms DSP budget, the mixer missed 7 buffer(s)
  • warn: [frame] 852 ms between frames in "cutscene" (this frame's own work 793 ms: frame:probe 124, frame:render 665; unattributed 4)
  • warn: [stall] 133 ms in "frame:render" — over the 85 ms DSP budget, the mixer missed 1 buffer(s)
  • warn: [frame] 198 ms between frames in "play" (this frame's own work 135 ms: frame:render 133; unattributed 2)
  • warn: [frame] 88 ms between frames in "play" (this frame's own work 15 ms: frame:render 15; unattributed 0)

Diagnostics attached as wtt-render-report.json (game state included).

#5

shader — fragment_WarTable_Mat 9:8 structures must have at least one member

Renderer WebGPU · arm valhall · 1382×560 @3x · r180 · phone (textures ≤256, drawn @2x) · textures ~5 MB in 4 models (42 loading, decoding 2)
Render incidents 3 (shader, gpu-error)
Build 9b94daa · Origin https://dev.wartabletactics.com · Map Scattered Eagles · Phase Battle · Turn 1

Incidents so far:

  • +30.7s shader: fragment_WarTable_Mat 9:8 structures must have at least one member
  • +30.7s gpu-error: renderPipeline_WarTable_Mat_91: [Invalid ShaderModule "fragment_WarTable_Mat"] is invalid due to a previous error.
  • While validating fragment stage ([Invalid ShaderModule "fragment_WarTable_Mat"], entryPoint: "main").
  • While validating fragment state.
  • While calling [Device].CreateRenderPipeline([RenderPipelineDescriptor ""renderPipeline_WarTable_Mat_91""]).
  • +31.1s gpu-error: GPUValidationError: Error while parsing WGSL: :9:8 error: structures must have at least one member

struct OutputType {
^^^^^^^^^^

  • While calling [Device].CreateShaderModule([ShaderModuleDescriptor ""fragment_WarTable_Mat""]).

Console, last lines:

  • warn: THREE.TSL: Return statement used in an inline 'Fn()'. Define a layout struct to allow return values.
  • warn: [stall] 364 ms in "frame:probe" — over the 85 ms DSP budget, the mixer missed 4 buffer(s)
  • warn: THREE.TSL: Vertex attribute "normal" not found on geometry.
  • warn: [stall] 633 ms in "frame:render" — over the 85 ms DSP budget, the mixer missed 7 buffer(s)
  • warn: [frame] 5617 ms between frames in "cutscene -> gameplay" (this frame's own work 1037 ms: frame:splatBake 13, frame:probe 364, frame:render 633; unattributed 27)

Diagnostics attached as wtt-render-report.json (game state included).

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