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Steps to reproduce:
When the editor runs on a graphics API other than D3D11/D3D12 (observed with -force-vulkan on AMD, for instance in the Light Transport AMD Nightly CI jobs), baking with the Progressive Lightmapper logs Kernel 'histogram' not found from ComputeShader::FindKernel. ProgressiveRuntimeManager::GenerateAtlasIndexHistogramAsync (Editor/Src/GI/Progressive/PVRRuntimeManager.cpp) then fails, so lightmaps are not prioritized by visible texel count.
Actual results:
The message: "Kernel 'histogram' not found" (ComputeShader.cpp:446) is spammed in the editor log.
Expected results:
Graceful fallback to random sorting.
Reproducible with versions:
All versions from 6000.0 to 6000.7
Not reproducible with versions:
2022 LTS
Can’t test with versions:
2023.3
Tested on (OS):
Windows11
Notes:
The builtin editor compute shader Internal-Histogram.compute (External/Resources/editor_resources/Assets/Editor Default Resources/GI/) is compiled only for dx11 + dx12 during the editor_resources build — no Vulkan/Metal/GL variant exists (verified in editor build job 71789488 shader-compiler logs). Mechanism: ComputeShaderImporter restricts compute variants to the project's build-settings graphics-API list (ComputeShaderImporter.cpp:608 → ShaderCompilationManager.cpp:1227, :2004), while regular shaders compile for the full editor API set. editor_resources has no Standalone graphics-API entry → Automatic → D3D-only. The same gap affects TexturesExposureHistogram.compute and is latent for Metal/GL editors.
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