Fix animation: shadow and wireframe support (#4367)
# Objective
Animation with shadows crashes with:
```
thread 'main' panicked at 'wgpu error: Validation Error
Caused by:
In Device::create_render_pipeline
note: label = `shadow_pipeline`
error matching VERTEX shader requirements against the pipeline
shader global ResourceBinding { group: 1, binding: 1 } is not available in the layout pipeline layout
visibility flags don't include the shader stage
```
Animation with wireframe crashes with:
```
thread 'main' panicked at 'wgpu error: Validation Error
Caused by:
In Device::create_render_pipeline
note: label = `opaque_mesh_pipeline`
error matching VERTEX shader requirements against the pipeline
shader global ResourceBinding { group: 2, binding: 0 } is not available in the layout pipeline layout
binding is missing from the pipeline layout
```
## Solution
- Fix the bindings
This commit is contained in:
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@ -261,7 +261,7 @@ impl SpecializedMeshPipeline for ShadowPipeline {
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) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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let mut vertex_attributes = vec![Mesh::ATTRIBUTE_POSITION.at_shader_location(0)];
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let mut bind_group_layout = vec![self.view_layout.clone(), self.mesh_layout.clone()];
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let mut bind_group_layout = vec![self.view_layout.clone()];
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let mut shader_defs = Vec::new();
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if layout.contains(Mesh::ATTRIBUTE_JOINT_INDEX)
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@ -271,6 +271,8 @@ impl SpecializedMeshPipeline for ShadowPipeline {
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vertex_attributes.push(Mesh::ATTRIBUTE_JOINT_INDEX.at_shader_location(4));
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vertex_attributes.push(Mesh::ATTRIBUTE_JOINT_WEIGHT.at_shader_location(5));
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bind_group_layout.push(self.skinned_mesh_layout.clone());
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} else {
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bind_group_layout.push(self.mesh_layout.clone());
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}
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let vertex_buffer_layout = layout.get_layout(&vertex_attributes)?;
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@ -17,7 +17,7 @@ struct VertexOutput {
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};
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#ifdef SKINNED
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[[group(2), binding(0)]]
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[[group(1), binding(1)]]
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var<uniform> joint_matrices: SkinnedMesh;
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#import bevy_pbr::skinning
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#endif
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