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Crashes on startup due to too many bindings #16988
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This also happens with trying to run loading_screen |
Can't reproductible on a Mac. Could you try to git bisect? |
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@pcwalton Do you think you could continue the investigation from here? It has to do with the bindless |
Well, the error is quite clear, unfortunately: we have too many samplers. I suppose what we should probably do is to check the max sampler count and if it’s too high for the material, disable bindless for that material. Varying the chunk size isn’t really an option right now because wgpu presently requires all binding arrays to have fixed size specified in the shader. |
more samplers than are available on the device. Some hardware and driver combos, such as Intel Iris Xe, have low limits on the numbers of samplers per shader, causing an overflow. With first-class bindless arrays, `wgpu` should be able to work around this limitation eventually, but for now we need to disable bindless materials on those platforms. This is an alternative to PR bevyengine#17107 that calculates the precise number of samplers needed and compares to the hardware sampler limit, transparently falling back to non-bindless if the limit is exceeded. Fixes bevyengine#16988.
…s more samplers than are available on the device. (#17155) Some hardware and driver combos, such as Intel Iris Xe, have low limits on the numbers of samplers per shader, causing an overflow. With first-class bindless arrays, `wgpu` should be able to work around this limitation eventually, but for now we need to disable bindless materials on those platforms. This is an alternative to PR #17107 that calculates the precise number of samplers needed and compares to the hardware sampler limit, transparently falling back to non-bindless if the limit is exceeded. Fixes #16988.
# Objective Fix bevyengine#16792 ## Solution Fix the logic to retain loaded ones ## Testing Unable to test due to bevyengine#16988
# Objective Fix bevyengine#16792 ## Solution Fix the logic to retain loaded ones ## Testing Unable to test due to bevyengine#16988
…s more samplers than are available on the device. (bevyengine#17155) Some hardware and driver combos, such as Intel Iris Xe, have low limits on the numbers of samplers per shader, causing an overflow. With first-class bindless arrays, `wgpu` should be able to work around this limitation eventually, but for now we need to disable bindless materials on those platforms. This is an alternative to PR bevyengine#17107 that calculates the precise number of samplers needed and compares to the hardware sampler limit, transparently falling back to non-bindless if the limit is exceeded. Fixes bevyengine#16988.
Bevy version
c03e494: Migrate reflection benchmarks to new naming system (#16986) …
[Optional] Relevant system information
My drivers are very up-to-date.
What you did
What went wrong
Additional information
Encountered in #16322
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