Open NHodgesVFX opened 2 years ago
Looks like a bug with clustered forward rendering. Perhaps the cluster index calculation breaks for some reason and then the cluster is shaded with the wrong light list.
same thing is happening on arch linux i am using amd juniper gpu
On my old pixel 3 the scene isnt rendering, might be a different issue from the OP. I can confirm that this is an issue with the Standard Material only, simple unlit materials render with no issue.
ERROR Shader translation error for stage VERTEX | FRAGMENT | VERTEX_FRAGMENT: Assertion failed: false && "Unknown named pointer type or missing metadata"
ERROR Please report it to https://github.com/gfx-rs/naga log.target = "wgpu::backend::direct";log.module_path = "wgpu::backend::direct";log.file = "C:\\Users\\petey\\.cargo\\registry\\src\\github.com-1ecc6299db9ec823\\wgpu-0.15.1\\src\\backend\\direct.rs";log.line = 1183;
ERROR Handling wgpu errors as fatal by default log.target = "wgpu::backend::direct";log.module_path = "wgpu::backend::direct";log.file = "C:\\Users\\petey\\.cargo\\registry\\src\\github.com-1ecc6299db9ec823\\wgpu-0.15.1\\src\\backend\\direct.rs";log.line = 3023;
panicked at 'wgpu error: Validation Error
Caused by:
In Device::create_render_pipeline
note: label = `pbr_opaque_mesh_pipeline`
Internal error in VERTEX | FRAGMENT | VERTEX_FRAGMENT shader: Assertion failed: false && "Unknown named pointer type or missing metadata"
', /home/runner/.cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.15.1/src/backend/direct.rs:3024:5
Stack:
Error
at imports.wbg.__wbg_new_abda76e883ba8a5f (https://bevyengine.org/examples/3d/lighting/lighting.js:385:21)
at console_error_panic_hook::hook::hef349c3cbcd73eef (wasm://wasm/057fe4da:wasm-function[10143]:0xb43173)
at core::ops::function::Fn::call::hbe3ada901a6538a9 (wasm://wasm/057fe4da:wasm-function[45864]:0xf05cd7)
at std::panicking::rust_panic_with_hook::h8d0a63d0479a36c8 (wasm://wasm/057fe4da:wasm-function[16696]:0xd4b378)
at std::panicking::begin_panic_handler::{{closure}}::hac9eebb5245da5ff (wasm://wasm/057fe4da:wasm-function[18755]:0xdad96e)
at std::sys_common::backtrace::__rust_end_short_backtrace::h1def76e070463564 (wasm://wasm/057fe4da:wasm-function[28550]:0xead550)
at rust_begin_unwind (wasm://wasm/057fe4da:wasm-function[23912]:0xe5a9a2)
at core::panicking::panic_fmt::h2a7f454a5f5da218 (wasm://wasm/057fe4da:wasm-function[27247]:0xe9b424)
at core::ops::function::Fn::call::h8465aa2f6e6af7ec (wasm://wasm/057fe4da:wasm-function[16745]:0xd4dfe2)
at wgpu::backend::direct::ErrorSinkRaw::handle_error::h1674e5c163f32e93 (wasm://wasm/057fe4da:wasm-function[11776]:0xbec21f)
Referenced section in wgpu/backend/direct.rs
impl crate::context::QueueWriteBuffer for QueueWriteBuffer {
fn slice(&self) -> &[u8] {
panic!()
}
...
Update: The Bevy 0.11 WASM examples are currently working fine on my old Pixel 3 Android.
Edit: Lighting example still pixelated like OP.
Sadly, the lighting example for me is still broken.
Bevy version
I'm not sure, its whatever version of bevy the web examples are using at the time of writing this, if it tracks release then bevy 0.7
Operating system & version
S22 Ultra, Android 12
What you did
What you expected to happen
The example scene renders without artifacts
What actually happened
the scene rendered with artifacts
Additional information
Any additional information you would like to add such as screenshots, logs, etc.