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Fix wireframe for skinned/morphed meshes #9734

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@mockersf mockersf commented Sep 9, 2023

Objective

wgpu error: Validation Error

Caused by:
    In Device::create_render_pipeline
      note: label = `opaque_mesh_pipeline`
    Error matching ShaderStages(VERTEX) shader requirements against the pipeline
    Location[4] Uint32x4 interpolated as Some(Flat) with sampling None is not provided by the previous stage outputs
    Input is not provided by the earlier stage in the pipeline
  • Wireframe crash for morphed meshes:
wgpu error: Validation Error

Caused by:
    In a RenderPass
      note: encoder = `<CommandBuffer-(0, 14, Metal)>`
    In a draw command, indexed:true indirect:false
      note: render pipeline = `opaque_mesh_pipeline`
    The pipeline layout, associated with the current render pipeline, contains a bind group layout at index 1 which is incompatible with the bind group layout associated with the bind group at 1

Solution

  • Fix the locations for skinned meshes in the wireframe shader
  • Add the morph key to the wireframe specialisation key
  • Morph the vertex in the wireframe shader
wireframe.mp4

@mockersf mockersf added C-Bug An unexpected or incorrect behavior A-Rendering Drawing game state to the screen P-Crash A sudden unexpected crash labels Sep 9, 2023
@nicopap nicopap added the S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it label Sep 10, 2023
@alice-i-cecile alice-i-cecile added this pull request to the merge queue Sep 11, 2023
Merged via the queue into bevyengine:main with commit ae6bc08 Sep 11, 2023
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@cart cart mentioned this pull request Oct 13, 2023
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rdrpenguin04 pushed a commit to rdrpenguin04/bevy that referenced this pull request Jan 9, 2024
# Objective

- Fixes bevyengine#6662 
- Wireframe crash for skinned meshes:
```
wgpu error: Validation Error

Caused by:
    In Device::create_render_pipeline
      note: label = `opaque_mesh_pipeline`
    Error matching ShaderStages(VERTEX) shader requirements against the pipeline
    Location[4] Uint32x4 interpolated as Some(Flat) with sampling None is not provided by the previous stage outputs
    Input is not provided by the earlier stage in the pipeline
```
- Wireframe crash for morphed meshes:
```
wgpu error: Validation Error

Caused by:
    In a RenderPass
      note: encoder = `<CommandBuffer-(0, 14, Metal)>`
    In a draw command, indexed:true indirect:false
      note: render pipeline = `opaque_mesh_pipeline`
    The pipeline layout, associated with the current render pipeline, contains a bind group layout at index 1 which is incompatible with the bind group layout associated with the bind group at 1
```

## Solution


- Fix the locations for skinned meshes in the wireframe shader
- Add the morph key to the wireframe specialisation key
- Morph the vertex in the wireframe shader


https://github.com/bevyengine/bevy/assets/8672791/ce0a9584-bd28-4d74-9c3f-256602e6fac5
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Labels
A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior P-Crash A sudden unexpected crash S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Wireframe crashed for specified gltf model.
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