Godot 4.0 stable VoxelGI throwing constant error codes?

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:bust_in_silhouette: Asked By mikatomik

VoxelGI sometimes freaks out and spits thousands of error codes. I’ve tried it in 3 separate projects and getting the same results. Most of the time its either when trying to bake, or when hiding the VoxelGI node in the editor. The only way I have found to stop it is to hurry up and reload the project before the editor crashes.

I have no idea what any of this means, and didn’t have this problem with the betas or RC’s.

Error codes below… It will send hundreds of thousands of these.

Uniforms supplied for set (0):
Set: 0 Binding: 1 Type: Texture Writable: N Length: 1
Set: 0 Binding: 2 Type: Texture Writable: N Length: 1
Set: 0 Binding: 3 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 4 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 5 Type: UniformBuffer Writable: N Length: 3712
Set: 0 Binding: 6 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 7 Type: Sampler Writable: N Length: 1
Set: 0 Binding: 8 Type: Image Writable: Y Length: 1
Set: 0 Binding: 9 Type: Image Writable: Y Length: 1
Set: 0 Binding: 10 Type: Sampler Writable: N Length: 1
Set: 0 Binding: 11 Type: UniformBuffer Writable: N Length: 896
Set: 0 Binding: 12 Type: Texture Writable: N Length: 8
Set: 0 Binding: 13 Type: Sampler Writable: N Length: 1
Set: 0 Binding: 14 Type: UniformBuffer Writable: N Length: 304
are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:
Set: 0 Binding: 1 Type: Texture Writable: N Length: 1
Set: 0 Binding: 2 Type: Texture Writable: N Length: 1
Set: 0 Binding: 3 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 4 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 5 Type: UniformBuffer Writable: N Length: 3712
Set: 0 Binding: 6 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 7 Type: Sampler Writable: N Length: 1
Set: 0 Binding: 8 Type: Image Writable: Y Length: 1
Set: 0 Binding: 9 Type: Image Writable: Y Length: 1
Set: 0 Binding: 10 Type: Sampler Writable: N Length: 1
Set: 0 Binding: 11 Type: UniformBuffer Writable: N Length: 896
Set: 0 Binding: 12 Type: Texture Writable: N Length: 8
Set: 0 Binding: 13 Type: Sampler Writable: N Length: 1
Set: 0 Binding: 14 Type: UniformBuffer Writable: N Length: 304
Set: 0 Binding: 15 Type: Texture Writable: N Length: 1
Set: 0 Binding: 16 Type: Image Writable: Y Length: 1
Set: 0 Binding: 17 Type: Image Writable: Y Length: 1
Set: 0 Binding: 18 Type: Image Writable: Y Length: 1
Set: 0 Binding: 19 Type: Texture Writable: N Length: 1
drivers/vulkan/rendering_device_vulkan.cpp:7816 - Condition “!uniform_set” is true.
Uniforms were never supplied for set (0) at the time of drawing, which are required by the pipeline
drivers/vulkan/rendering_device_vulkan.cpp:7816 - Condition “!uniform_set” is true.
Uniforms were never supplied for set (0) at the time of drawing, which are required by the pipeline

I’m on a fairly modern system, with an i7 6700, GTX 1080, and 32gb ram.

Any ideas what might be causing this?

:bust_in_silhouette: Reply From: Skranker

Sorry got no fix for this, but i got the same issue and noticed that it only happens when volumetric fog is enabled.

I’m on a RX 580