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split shader files across multiple QRC files, fix 4.1#2061

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HifiExperiments:shaderQrc
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split shader files across multiple QRC files, fix 4.1#2061
HifiExperiments wants to merge 1 commit intooverte-org:masterfrom
HifiExperiments:shaderQrc

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@HifiExperiments HifiExperiments commented Feb 2, 2026

fixes #2044 + #1570

@HifiExperiments HifiExperiments changed the title (wip) split shader files across multiple QRC files, fix 4.1 split shader files across multiple QRC files, fix 4.1 Feb 2, 2026
@HifiExperiments HifiExperiments marked this pull request as ready for review February 2, 2026 08:48
@HifiExperiments HifiExperiments added needs CR This pull request needs to be code reviewed macOS Windows needs QA This pull request needs to be tested labels Feb 2, 2026
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Code diffs look alright to me, the 410 renderer works fine now (tested with MESA_GL_VERSION_OVERRIDE=4.1)

Saw the handful of split RCC calls running while compiling

450, es310, and vk all work fine too

only tested on linux, leaving the QA tag on until someone tests on windows too, though i'm confident it'll work there too

@ada-tv ada-tv added CR approved This pull request has been successfully code reviewed and removed needs CR This pull request needs to be code reviewed labels Feb 2, 2026
@HifiExperiments HifiExperiments linked an issue Feb 3, 2026 that may be closed by this pull request
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hrm actually I'm now seeing something weird in the deferred renderer (on windows) were most shaders are just rendering black (but not all? most unlit shaders seem fine). hadn't noticed because forward renderer works. not sure if it's because of this PR or something that went in recently (vulkan?). @ada-tv does deferred renderer work for you with this on linux? maybe will try a renderdoc capture when I get a chance

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ada-tv commented Feb 8, 2026

hmm yeah, deferred is all black

forward deferred
image image

the albedo and normal buffers look ok, but the result of RenderDeferredSetup is just black

inputs outputs
image image

there's a lot of "x used uninitialised" warnings from the shader compiler, tho the identifiers have been stripped from the optimised glsl

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windows: compiler is out of heap space Rendering broken on OpenGL 4.1 backend

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