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This might not be a good place but it’s the best i’ve found.
When I try to build from scons with scons platform=windows
per Compiling for Windows — Godot Engine (stable) documentation in English I get
.\servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl.gen.h(13): fatal error C1091: compiler limit: string exceeds 65535 bytes in length
scons: *** [platform\windows\os_windows.windows.editor.x86_64.obj] Error 2
googling it hasn’t helped me, and i’m not sure how to troubleshoot it…
Are you compiling the wip? or one of the releases? If it’s wip then it might be a bug for now. If it’s one of the release, stable, that is different then.
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I was doing it straight from the repo so I think that’s wip. I also tried using the 4.3 stable release’s source code but apparently there’s no SConstruct file
I think they update the repo daily. So you might try again with new source.
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The main repo hasn’t been updated in at least 3 days
Right now I’m waiting for it to get updated to see if it was a temporary issue.
Edit: 3 days not 4
They made several dozen changes in the past day, I pull them all in and still get the same errors.
hmmm, no body is commenting on the error here. The error is saying the length of the string is too long. That it’s out of boundry. It could be a compiler flag maybe would change it. Or maybe using a different compiler. Is godot 64bit or 32bit? I think it’s 64bit. If you compilers is a 32bit compiler, maybe this is a problem with it.
The scons files, I am not familar with them. Does it have compiler flags in it.
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I attempted different architectures mentioned on Introduction to the buildsystem — Godot Engine (stable) documentation in English but same issue happens even when specifying arm64 for example. I might just make an issue on their repo to see if they have an idea
I looked this up, limit on string size in c++? - Stack Overflow
The only reason I can think you are getting that error, is only that amount was allocated to the string in your program. Must be an error in the programming.
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I went ahead and created it as an issue on the github, hopefully we find something
opened 05:19AM - 05 Jan 25 UTC
### Tested versions
Happens with the latest changes in the repo cloned to my ha… rd drive.
### System information
Windows 11
### Issue description
Windows 11.
When I run the command `scons platform=windows` I get the following error multiple times.
'.\servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl.gen.h(13): fatal error C1091: compiler limit: string exceeds 65535 bytes in length
scons: *** [platform\windows\os_windows.windows.editor.x86_64.obj] Error 2'
Based on the error itself, it sounds like it's an error in the code and not something on my end? Tried troubleshooting in the godot forums and google searching, and all I could find is it's likely an issue with the code in the repo.(But surely it would be happening to more people than just me?)
The full error list is as follows
`.\servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl.gen.h(13): fatal error C1091: compiler limit: string exceeds 65535 bytes in length
.\servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl.gen.h(13): fatal error C1091: compiler limit: string exceeds 65535 bytes in length
scons: *** [platform\windows\native_menu_windows.windows.editor.arm64.obj] Error 2
scons: *** [platform\windows\display_server_windows.windows.editor.arm64.obj] Error 2
.\servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl.gen.h(13): fatal error C1091: compiler limit: string exceeds 65535 bytes in length
scons: *** [platform\windows\os_windows.windows.editor.arm64.obj] Error 2
scons: building terminated because of errors.`
### Steps to reproduce
CD into the repo directory.
run the command `scons platform=windows`
Wait for it to process a number of things and then give out the errors
### Minimal reproduction project (MRP)
N/A