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Description
xcode, 修改shader内依赖文件, 无法及时生效
复现方法
打开 mesh_lighting.inl,随便输入 xxxxxx
预期行为
xcode 编译出错
实际行为
xcode 编译成功
Desktop | 桌面环境
- OS: macOS
- Version Big Sur
- CPU Intel
- Compiler xCode 12.4,debug模式
Additional context | 补充信息
单独在xcode里编译PiccoloShaderCompile也是成功的。
将Build Phases内的 脚本直接在终端运行可以出现报错。如下
shadow-MacBook-Pro:shader shadow$
/Users/shadow/Project/Git/Piccolo/engine/3rdparty/VulkanSDK/bin/MacOS/glslangValidator -I/Users/shadow/Project/Git/Piccolo/engine/shader/include -V100 -o /Users/shadow/Project/Git/Piccolo/engine/shader/generated/spv/mesh.frag.spv /Users/shadow/Project/Git/Piccolo/engine/shader/glsl/mesh.frag
/Users/shadow/Project/Git/Piccolo/engine/shader/glsl/mesh.frag
ERROR: /Users/shadow/Project/Git/Piccolo/engine/shader/include/mesh_lighting.inl:119: 'xxxxxx' : undeclared identifier
ERROR: /Users/shadow/Project/Git/Piccolo/engine/shader/include/mesh_lighting.inl:122: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
将Build Phases内的 脚本在Xcode添加一条echo, 也能报错。
感觉是xcode哪里做了缓存导致的