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Error enabling asw on 6000 branch  #46

@nukadelic

Description

@nukadelic

Logcat info:

GameActivity Package Version '3.0.5'
Starting Game Loop
MemoryManager: Using 'Dynamic Heap' Allocator.
SystemInfo CPU = ARM64 FP ASIMD AES, Cores = 3, Memory = 5838mb
SystemInfo ARM big.LITTLE configuration: 3 big (mask: 0x70), 0 little (mask: 0x0)
XR UsableCoreMask: 0x70
ApplicationInfo 'co.QuestVR', Version '0.1.0', Min API Level '32', Target API Level '35'
Built from '6000.0/staging' branch, Version '6000.0.32f1 (b2e806cf271c)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a', Stripping 'Enabled'
Device Model 'Oculus Quest', OS 'Android OS 12 (API 32)'

When trying to enable ASW ( e4004f9 )

using this command :

[DllImport("OculusXRPlugin")]
public static extern void SetSpaceWarp( int on );

I'm getting the following errors :

  1. Shader Hidden/Universal Render Pipeline/XR/XRMotionVector, subshader 0, pass 1, stage all: variant STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON not found.
  2. Shader Hidden/InternalErrorShader, subshader 0, pass 0, stage all: variant STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON not found.
  3. Local keyword comes from a different shader.
AndroidPlayer "Oculus_Quest 2@ADB:EDVHT7D3GY96T3:0" Shader Hidden/Universal Render Pipeline/XR/XRMotionVector, subshader 0, pass 1, stage all: variant STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON not found.
UnityEngine.Rendering.ScriptableRenderContext:Submit_Internal()
UnityEngine.Rendering.ScriptableRenderContext:Submit()
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera(ScriptableRenderContext, UniversalCameraData) (at ./Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs:887)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderCameraStack(ScriptableRenderContext, Camera) (at ./Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs:1082)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render(ScriptableRenderContext, List`1) (at ./Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs:469)
UnityEngine.Rendering.RenderPipeline:InternalRender(ScriptableRenderContext, List`1)
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object)
//
[./Runtime/Shaders/ShaderImpl/ShaderProgram.cpp line 1384899560]
//
AndroidPlayer "Oculus_Quest 2@ADB:EDVHT7D3GY96T3:0" Shader Hidden/InternalErrorShader, subshader 0, pass 0, stage all: variant STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON not found.
UnityEngine.Rendering.ScriptableRenderContext:Submit_Internal()
UnityEngine.Rendering.ScriptableRenderContext:Submit()
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera(ScriptableRenderContext, UniversalCameraData) (at ./Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs:887)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderCameraStack(ScriptableRenderContext, Camera) (at ./Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs:1082)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render(ScriptableRenderContext, List`1) (at ./Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs:469)
UnityEngine.Rendering.RenderPipeline:InternalRender(ScriptableRenderContext, List`1)
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object)
//
[./Runtime/Shaders/ShaderImpl/ShaderProgram.cpp line 1384899560]
//
AndroidPlayer "Oculus_Quest 2@ADB:EDVHT7D3GY96T3:0" Local keyword  comes from a different shader.
UnityEngine.Material:EnableLocalKeyword_Injected(IntPtr, LocalKeyword&)
UnityEngine.Material:EnableLocalKeyword(LocalKeyword)
UnityEngine.Material:EnableKeyword(LocalKeyword&)
UnityEngine.Rendering.Universal.XRDepthMotionPass:ExecutePass(RasterCommandBuffer, PassData, RendererList) (at ./Packages/com.unity.render-pipelines.universal/Runtime/Passes/XRDepthMotionPass.cs:355)
UnityEngine.Rendering.Universal.<>c:<Render>b__25_0(PassData, RasterGraphContext) (at ./Packages/com.unity.render-pipelines.universal/Runtime/Passes/XRDepthMotionPass.cs:338)
UnityEngine.Rendering.DynamicArray`1:get_version() (at ./Packages/com.unity.render-pipelines.core/Runtime/Common/DynamicArray.cs:33)
UnityEngine.Rendering.RenderGraphModule.RasterRenderGraphPass`1:Execute(InternalRenderGraphContext) (at ./Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs:603)
UnityEngine.Rendering.RenderGraphModule.NativeRenderPassCompiler.NativePassCompiler:ExecuteGraphNode(InternalRenderGraphContext&, RenderGraphResourceRegistry, RenderGraphPass) (at ./Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs:1326)
UnityEngine.Rendering.RenderGraphModule.NativeRenderPassCompiler.NativePassCompiler:ExecuteGraph(InternalRenderGraphContext, RenderGraphResourceRegistry, List`1&) (at ./Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs:1428)
UnityEngine.Rendering.RenderGraphModule.RenderGraph:ExecuteNativeRenderGraph() (at ./Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.Compiler.cs:42)
UnityEngine.Rendering.RenderGraphModule.RenderGraph:Execute() (at ./Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs:1233)
UnityEngine.Rendering.RenderGraphModule.RenderGraph:EndRecordingAndExecute() (at ./Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs:1196)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RecordAndExecuteRenderGraph(RenderGraph, ScriptableRenderContext, ScriptableRenderer, CommandBuffer, Camera, String) (at ./Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineRenderGraph.cs:25)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera(ScriptableRenderContext, UniversalCameraData) (at ./Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs:857)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderCameraStack(ScriptableRenderContext, Camera) (at ./Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs:1082)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render(ScriptableRenderContext, List`1) (at ./Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs:469)
UnityEngine.Rendering.RenderPipeline:InternalRender(ScriptableRenderContext, List`1)
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object)
//
[./Runtime/Graphics/ShaderScriptBindings.cpp line 1384964152]
//

BUILD ERROR

( 'Development mode' + 'Deep Profiling Support' + 'Script Debugging' )
✔️ adding empty lines between pragmas fixed that

Shader error in 'Hidden/Universal Render Pipeline/XR/XRMotionVector': syntax error: unexpected token '#' at Packages/com.unity.render-pipelines.universal/Shaders/XR/XRMotionVector.shader(158) (on gles3)
Compiling Subshader: 0, Pass: XR MotionVector Depth Copy, Vertex program with STEREO_MULTIVIEW_ON _SUBSAMPLE_DEPTH
Platform defines: SHADER_API_GLES30 SHADER_API_MOBILE UNITY_ASTC_NORMALMAP_ENCODING UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_RGBM_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3 UNITY_PLATFORM_SUPPORTS_DEPTH_FETCH
Disabled keywords: UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING

Test bug

✔just commend out the test code ...

Packages\com.unity.render-pipelines.universal\Tests\Editor\ShaderScriptableStripperTests.cs(250,61): error CS0117: 'ShaderScriptableStripper' does not contain a definition for 'kPassNameXRMotionVectors'
Packages\com.unity.render-pipelines.universal\Tests\Editor\ShaderScriptableStripperTests.cs(251,44): error CS1061: 'ShaderScriptableStripper' does not contain a definition for 'StripUnusedPass_XRMotionVectors' and no accessible extension method 'StripUnusedPass_XRMotionVectors' accepting a first argument of type 'ShaderScriptableStripper' could be found (are you missing a using directive or an assembly reference?)

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