I stumble in a case where the debug_message_callback where panic'ing on non utf8 strings on android, and because I was using panic abort, it was crashing the library.
I didn't investigate why the debug callback was receiving invalid strings. I stumble on it while porting a WGPU application to android. It is happening together with a FramebufferTexture2d::<attachment> is not valid error, that logged many times per frame, which I still need to investigate, not sure if it is related.
I stumble in a case where the debug_message_callback where panic'ing on non utf8 strings on android, and because I was using panic abort, it was crashing the library.
I didn't investigate why the debug callback was receiving invalid strings. I stumble on it while porting a WGPU application to android. It is happening together with a
FramebufferTexture2d::<attachment> is not valid
error, that logged many times per frame, which I still need to investigate, not sure if it is related.