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Pipelined rendering doesn't work on DX12 #3208

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Elabajaba opened this issue Nov 27, 2021 · 1 comment
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Pipelined rendering doesn't work on DX12 #3208

Elabajaba opened this issue Nov 27, 2021 · 1 comment
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A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior
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@Elabajaba
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Elabajaba commented Nov 27, 2021

Bevy version

main branch, e8412df

Operating system & version

Windows 11

What you did

Run any of the pipelined examples with WGPU_BACKEND="dx12" env variable.

(For those who don't know, in powershell you can enter $env:WGPU_BACKEND="dx12" (including the $) to change the env variable for that terminal session).

What you expected to happen

I expect them to crash, as this is an upstream issue in wgpu.

What actually happened

They crashed.

Additional information

Upstream issue: gfx-rs/wgpu#2185

This is due to bevy enabling the TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES wgpu feature, which is implemented for DX12 but they forgot to expose it as a DX12 feature.

I tried adding the feature to the DX12 feature list and testing it with #3041 game_of_life_pipelined example (it uses a ReadWrite StorageTexture), but it still crashes.

My wgpu 0.11 branch that enables the feature: https://github.com/Elabajaba/wgpu/tree/dx12-feature-0.11

@Elabajaba Elabajaba added C-Bug An unexpected or incorrect behavior S-Needs-Triage This issue needs to be labelled labels Nov 27, 2021
@cart cart added A-Rendering Drawing game state to the screen and removed S-Needs-Triage This issue needs to be labelled labels Nov 29, 2021
@cart cart added this to the Bevy 0.6 milestone Nov 29, 2021
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cart commented Nov 29, 2021

Probably worth working around if this isn't fixed upstream prior to the next bevy release (maybe by just disabling TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES). 3d_scene_pipelined works without it for me.

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Labels
A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior
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