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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.
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.
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.
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
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