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Pipelined rendering doesn't work on DX12 #3208

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@Elabajaba

Description

@Elabajaba

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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    A-RenderingDrawing game state to the screenC-BugAn unexpected or incorrect behavior

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