-
Notifications
You must be signed in to change notification settings - Fork 0
task run
fails on windows
#1
Comments
Hmm that's weird. Also, how did you find out about this? I never shared the link to this project, so i'm curious. And thanks for at taking some time to open an issue! |
Hey man, yes I did packages/build.bat it worked and the error actually is after running that, I did compiled both packages and the app on regular powershell and VS developer shell nothing has been changed. I'm new to Odin, I've been checking Odin discord, you've shared screenshots of this editor and I saw your github link on your discord profile and it helped me to see the repo. I'm a Rust programmer but I'm thinking to port a few of my projects to a new language that reusing it it wasm and other languages is easier than rust, I'm thinking about Odin for now. UPDATE: I was using the task says leak detected: task: Task "build-meta" is up to date
task: [run-meta] ./out/debug/meta.exe engine
task: [build] odin build engine \
-build-mode:exe -define:VALIDATION=true \
-show-timings \
-out:out/debug/engin3.exe \
-o:none \
-debug \
-use-separate-modules \
-collection:packages=packages \
-define:TRACY_ENABLE=true \
-ignore-unknown-attributes
Total Time - 1067.711 ms - 100.00%
initialization - 9.043 ms - 0.84%
parse files - 30.256 ms - 2.83%
type check - 249.130 ms - 23.33%
LLVM API Code Gen - 563.210 ms - 52.74%
msvc-link - 216.064 ms - 20.23%
task: [run] ./out/debug/engin3.exe
[INFO ] --- [engine] Vendor NVIDIA Corporation
[INFO ] --- [engine] Using NVIDIA GeForce RTX 3070 Ti Laptop GPU/PCIe/SSE2
[INFO ] --- [engine] Version 4.6.0 NVIDIA 551.86
[DEBUG] --- [engine] Max texture anistotropy: 16
[DEBUG] --- [shader.odin:151:process_shader_source()] [engine] Processing file: D:\Projects\odin\Engin3/assets/shaders/triangle.vert.glsl
[DEBUG] --- [shader.odin:151:process_shader_source()] [engine] Processing file: D:\Projects\odin\Engin3/assets/shaders/common.glsl
[DEBUG] --- [shader.odin:151:process_shader_source()] [engine] Processing file: D:\Projects\odin\Engin3/assets/shaders/lighting.glsl
[DEBUG] --- [shader.odin:151:process_shader_source()] [engine] Processing file: D:\Projects\odin\Engin3/assets/shaders/pbr.frag.glsl
[DEBUG] --- [shader.odin:151:process_shader_source()] [engine] Processing file: D:\Projects\odin\Engin3/assets/shaders/common.glsl
[DEBUG] --- [shader.odin:151:process_shader_source()] [engine] Processing file: D:\Projects\odin\Engin3/assets/shaders/lighting.glsl
[DEBUG] --- [shader.odin:151:process_shader_source()] [engine] Processing file: D:\Projects\odin\Engin3/assets/shaders/editor.glsl
[WARN ] --- [engine] OpenGL Debug Messenger:
[WARN ] --- [engine] Source: API
[WARN ] --- [engine] Type: Other
[WARN ] --- [engine] Severity: low
[WARN ] --- [engine] Message: Program/shader state info: GLSL program 3 failed to link
[ERROR] --- [shader.odin:42:shader_load_from_file()] [engine] Error linking shader program:
Link info
---------
error: Block "VS_IN" not declared as an output from the previous stage
[ERROR] --- [engine] Error initializing engine: Shader
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 57 bytes at D:/Apps/Odin/core/path/slashpath/path.odin(233:10)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 1088 bytes at D:/Apps/Odin/core/strings/builder.odin(486:2)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 52 bytes at D:/Apps/Odin/core/path/slashpath/path.odin(233:10)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 38 bytes at D:/Apps/Odin/core/os/dir_windows.odin(16:11)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 52 bytes at D:/Apps/Odin/core/path/slashpath/path.odin(233:10)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 30 bytes at D:/Apps/Odin/core/path/filepath/path.odin(544:10)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 37 bytes at D:/Apps/Odin/core/os/dir_windows.odin(16:11)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 1088 bytes at D:/Apps/Odin/core/strings/builder.odin(486:2)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 39 bytes at D:/Apps/Odin/core/os/dir_windows.odin(16:11)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 50 bytes at D:/Apps/Odin/core/path/slashpath/path.odin(233:10)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 7956 bytes at D:/Apps/Odin/core/strings/builder.odin(486:2)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 576 bytes at D:/Projects/odin/Engin3/engine/editor.odin(1711:5)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 68 bytes at D:/Projects/odin/Engin3/engine/editor.odin(1711:56)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 7200 bytes at D:/Apps/Odin/core/os/dir_windows.odin(77:9)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 96 bytes at D:/Projects/odin/Engin3/engine/editor.odin(1677:23)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 70 bytes at D:/Projects/odin/Engin3/engine/editor.odin(1711:56)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 37 bytes at D:/Apps/Odin/core/os/dir_windows.odin(16:11)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 604 bytes at D:/Apps/Odin/core/strings/builder.odin(486:2)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 106 bytes at D:/Apps/Odin/core/strings/builder.odin(486:2)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 604 bytes at D:/Apps/Odin/core/strings/builder.odin(486:2)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 70 bytes at D:/Projects/odin/Engin3/engine/editor.odin(1711:56)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 68 bytes at D:/Projects/odin/Engin3/engine/editor.odin(1711:56)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 52 bytes at D:/Apps/Odin/core/path/slashpath/path.odin(233:10)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 70 bytes at D:/Projects/odin/Engin3/engine/editor.odin(1711:56)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 50 bytes at D:/Apps/Odin/core/path/slashpath/path.odin(233:10)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 52 bytes at D:/Apps/Odin/core/path/slashpath/path.odin(233:10)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 50 bytes at D:/Apps/Odin/core/path/slashpath/path.odin(233:10)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 122 bytes at D:/Projects/odin/Engin3/engine/editor.odin(1711:56)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 37 bytes at D:/Apps/Odin/core/os/dir_windows.odin(16:11)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 52 bytes at D:/Apps/Odin/core/path/slashpath/path.odin(233:10)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 3327 bytes at D:/Apps/Odin/core/strings/builder.odin(486:2)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 50 bytes at D:/Apps/Odin/core/path/slashpath/path.odin(233:10)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 36 bytes at D:/Apps/Odin/core/os/dir_windows.odin(16:11)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 68 bytes at D:/Projects/odin/Engin3/engine/editor.odin(1711:56)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 75 bytes at D:/Projects/odin/Engin3/engine/editor.odin(1711:56)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 50 bytes at D:/Apps/Odin/core/path/slashpath/path.odin(233:10)
[WARN ] --- [engine] Leak detected!
[WARN ] --- [engine] 50 bytes at D:/Apps/Odin/core/path/slashpath/path.odin(233:10) |
Lol, i've written this message multiple times as you kept updating the post xD. Ok, so the meta program should be run automatically with PS: The leaks are just stuff that i don't free at shutdown and are mostly one offs. Per-frame memory is managed using the temp allocator. |
😅😅😅 oh sorry about that. Thanks for pointing that out, yes I will
give it a go.
…On Sun, Mar 31, 2024, 12:20 MineBill ***@***.***> wrote:
Lol, i've written this message multiple times as you kept updating the
post xD. Ok, so the meta program should be run automatically with engine
as an argument, so i'm not sure why it wouldn't get it, make sure you don't
run it manually. About the shader thing, it looks like the good 'ol
different behavior on different vendors. I'm using different names for the
input/output structs but use the same location and it looks like AMD allows
this but NVIDIA is not. If you would like to fix this yourself for now you
can rename all instances of VS_IN and IN to VS_OUT and OUT in all
shaders. I'm planning to add shaderc to this project so i can compile the
shaders to SPIR-V and produce binary opengl shaders that *should* be
compatible with all vendors.
—
Reply to this email directly, view it on GitHub
<#1 (comment)>, or
unsubscribe
<https://github.com/notifications/unsubscribe-auth/ANVCKEA6QGBSLKRH2MSQZI3Y27BODAVCNFSM6AAAAABFQCKLYCVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDAMRYGU4TQMJQGU>
.
You are receiving this because you authored the thread.Message ID:
***@***.***>
|
Problem
I've installed
Task
throughwinget
, cloned the repo, runningtask run
give me the following error:this error was related to
out/debug/
path not being created automatically it seems, I've created that and thentask run
continued to work until failed again with the following errors:Environment
Windows 11 Pro
tested on Powershell, CMD, Developer CMD vs2022
The text was updated successfully, but these errors were encountered: