# Objective Fixes #6920 ## Solution From the issue discussion: > From looking at the `AsBindGroup` derive macro implementation, the fallback image's `TextureView` is used when the binding's `Option<Handle<Image>>` is `None`. Because this relies on already having a view that matches the desired binding dimensions, I think the solution will require creating a separate `GpuImage` for each possible `TextureViewDimension`. --- ## Changelog Users can now rely on `FallbackImage` to work with a texture binding of any dimension.
40 lines
958 B
WebGPU Shading Language
40 lines
958 B
WebGPU Shading Language
#import bevy_pbr::mesh_view_bindings
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#import bevy_pbr::mesh_bindings
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@group(1) @binding(0)
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var test_texture_1d: texture_1d<f32>;
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@group(1) @binding(1)
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var test_texture_1d_sampler: sampler;
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@group(1) @binding(2)
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var test_texture_2d: texture_2d<f32>;
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@group(1) @binding(3)
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var test_texture_2d_sampler: sampler;
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@group(1) @binding(4)
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var test_texture_2d_array: texture_2d_array<f32>;
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@group(1) @binding(5)
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var test_texture_2d_array_sampler: sampler;
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@group(1) @binding(6)
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var test_texture_cube: texture_cube<f32>;
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@group(1) @binding(7)
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var test_texture_cube_sampler: sampler;
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@group(1) @binding(8)
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var test_texture_cube_array: texture_cube_array<f32>;
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@group(1) @binding(9)
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var test_texture_cube_array_sampler: sampler;
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@group(1) @binding(10)
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var test_texture_3d: texture_3d<f32>;
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@group(1) @binding(11)
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var test_texture_3d_sampler: sampler;
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struct FragmentInput {
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#import bevy_pbr::mesh_vertex_output
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};
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@fragment
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fn fragment(in: FragmentInput) {}
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