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According to this issue and code here, bevy seems to validate the shader with a limited set of constant capabilities. Maybe add the SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING capability here could solve the problem?
The text was updated successfully, but these errors were encountered:
# Objective
Fixesbevyengine#6952
## Solution
- Request WGPU capabilities `SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING`, `SAMPLER_NON_UNIFORM_INDEXING` and `UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING` when corresponding features are enabled.
- Add an example (`shaders/texture_binding_array`) illustrating (and testing) the use of non-uniform indexed textures and samplers.
![image](https://user-images.githubusercontent.com/16053640/209448310-defa4eae-6bcb-460d-9b3d-a3d2fad4316c.png)
## Changelog
- Added new capabilities for shader validation.
- Added example `shaders/texture_binding_array`.
Bevy version
0.9
AdapterInfo { name: "NVIDIA GeForce MX150", vendor: 4318, device: 7442, device_type: DiscreteGpu, driver: "NVIDIA", driver_info: "470.161.03", backend: Vulkan }
What went wrong
When using non-uniform indexing (bindless) textures in debug mode, shader validation fails and output
This error does not happen in release mode.
Additional information
According to this issue and code here, bevy seems to validate the shader with a limited set of constant capabilities. Maybe add the
SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING
capability here could solve the problem?The text was updated successfully, but these errors were encountered: