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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorD-ModestA "normal" level of difficulty; suitable for simple features or challenging fixesA "normal" level of difficulty; suitable for simple features or challenging fixesS-Needs-DesignThis issue requires design work to think about how it would best be accomplishedThis issue requires design work to think about how it would best be accomplished
Description
Bevy version
0.14.2
[Optional] Relevant system information
If you cannot get Bevy to build or run on your machine, please include:
- the Rust version you're using (you can get this by running
cargo --version)
cargo 1.81.0 (2dbb1af80 2024-08-20) - the operating system or browser used, including its version
SystemInfo { os: "MacOS 14.1.1 ", kernel: "23.1.0", cpu: "Apple M1 Max", core_count: "10", memory: "64.0 GiB" }
If your bug is rendering-related, copy the adapter info that appears when you run Bevy.
AdapterInfo { name: "Apple M1 Max", vendor: 0, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Metal }What you did
Change image format from Bgra8UnormSrgb to Rgba8Unorm or Bgra8Unorm and run the render_to_texture example:
cargo run --example render_to_texture
What went wrong
Example doesn't work.
2024-09-14T19:08:34.923526Z ERROR wgpu::backend::wgpu_core: Handling wgpu errors as fatal by default
thread '<unnamed>' panicked at /Users/matrixdev/.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 RenderPass::end
In a set_pipeline command
Render pipeline targets are incompatible with render pass
Incompatible color attachments at indices [0]: the RenderPass uses textures with formats [Some(Bgra8Unorm)] but the RenderPipeline with 'blit pipeline' label uses attachments with formats [Some(Bgra8UnormSrgb)]
Additional information
I saw PR #6380 that should fix this problem and it partially does fix it - I can set R32Float or Rg32Float and it works.
Why do I want non-srgb texture format? Because I want to feed output image to a compute shader but those don't support srgb texture storages.
bonsairobo
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorD-ModestA "normal" level of difficulty; suitable for simple features or challenging fixesA "normal" level of difficulty; suitable for simple features or challenging fixesS-Needs-DesignThis issue requires design work to think about how it would best be accomplishedThis issue requires design work to think about how it would best be accomplished