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Several examples appear broken following recent changes #15570

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alice-i-cecile opened this issue Oct 1, 2024 · 4 comments
Open
5 tasks

Several examples appear broken following recent changes #15570

alice-i-cecile opened this issue Oct 1, 2024 · 4 comments
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A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior S-Needs-Investigation This issue requires detective work to figure out what's going wrong
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@alice-i-cecile
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The example runs shows several example regressions, per @rparrett on Discord.

  • ui_texture_*,
  • custom_shader_instancing
  • asset_decompression
  • volumetric_fog
  • transparency_2d (changed, not sure if broken)

Retained rendering world #15320 or various required components changes are both plausible.

This is in addition to #15563.

@alice-i-cecile alice-i-cecile added C-Bug An unexpected or incorrect behavior A-Rendering Drawing game state to the screen S-Needs-Investigation This issue requires detective work to figure out what's going wrong labels Oct 1, 2024
@alice-i-cecile alice-i-cecile added this to the 0.15 milestone Oct 1, 2024
@ChristopherBiscardi
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I think deferred_rendering is broken too

2024-10-01T19:43:15.414646Z  INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "Windows 11 Pro", kernel: "22631", cpu: "AMD Ryzen 9 7950X 16-Core Processor", core_count: "16", memory: "63.2 GiB" }
HookApp::findGameWindow, injectWindow: 0000000000000000
HookApp::findGameWindow, graphicsWindow: 0000000000000000
OverlayConnector::onMessage,overlay.init
2024-10-01T19:43:16.256784Z  INFO bevy_render::renderer: AdapterInfo { name: "NVIDIA GeForce RTX 2080 Ti", vendor: 4318, device: 7687, device_type: DiscreteGpu, driver: "NVIDIA", driver_info: "560.94", backend: Vulkan }
2024-10-01T19:43:16.750808Z  INFO bevy_winit::system: Creating new window "App" (0v1#4294967296)
HookApp::deferHook,
HookApp::findGameWindow, injectWindow: 0000000000000000
HookApp::findGameWindow, graphicsWindow: 0000000000480DA8
2024-10-01T19:43:16.862308Z  INFO bevy_input::gamepad: Gamepad 44v1#4294967340 connected.
2024-10-01T19:43:17.191075Z  WARN bevy_pbr::render::mesh_view_bindings: Too many textures in mesh pipeline view layout, this might cause us to hit `wgpu::Limits::max_sampled_textures_per_shader_stage` in some environments.
HookApp::deferHook,
2024-10-01T19:43:18.219489Z ERROR wgpu_core::device::global: Device::create_render_pipeline error: Error matching ShaderStages(FRAGMENT) shader requirements against the pipeline
2024-10-01T19:43:18.219683Z ERROR wgpu::backend::wgpu_core: Handling wgpu errors as fatal by default
thread 'Async Compute Task Pool (3)' panicked at C:\Users\chris\.cargo\registry\src\index.crates.io-6f17d22bba15001f\wgpu-22.1.0\src\backend\wgpu_core.rs:3411:5:
wgpu error: Validation Error

Caused by:
  In Device::create_render_pipeline, label = 'deferred_lighting_pipeline'
    Error matching ShaderStages(FRAGMENT) shader requirements against the pipeline
      Shader global ResourceBinding { group: 0, binding: 22 } is not available in the pipeline layout
        View dimension D3 (is array: false) doesn't match the binding Sampler(Filtering)


note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic in system `bevy_render::render_resource::pipeline_cache::PipelineCache::process_pipeline_queue_system`!
thread '<unnamed>' panicked at C:\Users\chris\tmp\bevy\crates\bevy_render\src\render_resource\pipeline_cache.rs:580:28:
index out of bounds: the len is 0 but the index is 14
Encountered a panic in system `bevy_render::renderer::render_system`!

@DGriffin91
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@ChristopherBiscardi Agreed: #15525

@JMS55
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JMS55 commented Oct 1, 2024

Meshlet example/rendering is also broken :(

@mockersf
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mockersf commented Oct 2, 2024

3d in wasm/webgpu is also broken since #13497

1 error(s) generated while compiling the shader:
:704:25 error: no matching call to textureSampleLevel(texture_depth_2d_array, sampler, vec2<f32>, i32, f32)

14 candidate functions:
  textureSampleLevel(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: A, level: L) -> f32  where: A is i32 or u32, L is i32 or u32
  textureSampleLevel(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: A, level: f32) -> vec4<f32>  where: A is i32 or u32
  textureSampleLevel(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: A, level: L, offset: vec2<i32>) -> f32  where: A is i32 or u32, L is i32 or u32
  textureSampleLevel(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: A, level: f32) -> vec4<f32>  where: A is i32 or u32
  textureSampleLevel(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, level: L, offset: vec2<i32>) -> f32  where: L is i32 or u32
  textureSampleLevel(texture: texture_depth_cube_array, sampler: sampler, coords: vec3<f32>, array_index: A, level: L) -> f32  where: A is i32 or u32, L is i32 or u32
  textureSampleLevel(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: A, level: f32, offset: vec2<i32>) -> vec4<f32>  where: A is i32 or u32
  textureSampleLevel(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, level: L) -> f32  where: L is i32 or u32
  textureSampleLevel(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, level: f32, offset: vec2<i32>) -> vec4<f32>
  textureSampleLevel(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, level: f32) -> vec4<f32>
  textureSampleLevel(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>, level: L) -> f32  where: L is i32 or u32
  textureSampleLevel(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, level: f32, offset: vec3<i32>) -> vec4<f32>
  textureSampleLevel(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, level: f32) -> vec4<f32>
  textureSampleLevel(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, level: f32) -> vec4<f32>

    let sampled_depth = textureSampleLevel(directional_shadow_texturesX_naga_oil_mod_XMJSXM6K7OBRHEOR2NVSXG2C7OZUWK527MJUW4ZDJNZTXGX, directional_shadow_textures_linear_samplerX_naga_oil_mod_XMJSXM6K7OBRHEOR2NVSXG2C7OZUWK527MJUW4ZDJNZTXGX, light_local_3, array_index_3, 0f);
                        ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

it's also broken in wasm/webgl2 for another reason:

wgpu error: Validation Error

Caused by:
  In Device::create_bind_group, label = 'mesh_view_bind_group'
    Buffer binding 8 range 20480 exceeds `max_*_buffer_binding_size` limit 16384

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A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior S-Needs-Investigation This issue requires detective work to figure out what's going wrong
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