I tried using a compute shader in my project and got the error “Compute Shaders are not supported for OpenGL on this platform.”
To rule out any issues on the part of my PC, I updated my drivers and confirmed that my PC runs OpenGL 4.6. I think it should run compute shaders without any issue. I will use compute shaders with a C++ library to confirm that compute shaders work on my PC.
Note: Windows 11 not 10 as seen in the image.
I thought to print out graphics.adapter_info()and saw that there is an issue with compute shaders in the engine.
the adapter info returns
family = "opengl",
version_major = 4,
version_minor = 6,
features = { --[[000001E8CC49A4B0]]
1 = 0,
2 = 1,
3 = 4,
4 = 5,
5 = 6,
6 = 7,
7 = 8
},
limits = { --[[000001E8CC493FA0]]
max_compute_workgroup_size_y = 0,
max_compute_workgroup_size_z = 0,
max_compute_workgroup_invocations = 0,
max_compute_shared_memory_size = 0,
max_uniform_buffer_range = 65536,
max_storage_buffer_range = 0,
max_texture_size_2d = 16384,
max_texture_size_3d = 2048,
max_texture_size_cube = 16384,
max_texture_array_layers = 2048,
max_framebuffer_width = 16384,
max_framebuffer_height = 16384,
max_color_attachments = 8,
max_samplers_per_stage = 32,
max_textures_per_stage = 32,
max_vertex_attributes = 16,
max_vertex_buffers = 16,
max_compute_workgroup_size_x = 0
},
....
In the limits table, everything related to the compute equals zero which explains the error.
max_compute_workgroup_size_y = 0,
max_compute_workgroup_size_z = 0,
max_compute_workgroup_invocations = 0,
max_compute_shared_memory_size = 0,
This seems to be an engine level issue.
Has anyone else encountered this issue?
