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Fog crashes on certain mobile devices in WASM #8506
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorP-CrashA sudden unexpected crashA sudden unexpected crash
Description
Bevy version
Relevant system information
`AdapterInfo { name: "Adreno (TM) 660", vendor: 20803, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Gl }`What you did
I ran a basic 3D Shapes example on WASM on my phone.
What went wrong
I expected the example the example to run like it did on my computer but instead it crashes with the error
Shader translation error for stage VERTEX | FRAGMENT | VERTEX_FRAGMENT: log.target = "wgpu::backend::direct";log.module_path = "wgpu::backend::direct";panicked at 'wgpu error: Validation Error
Caused by:
In Device::create_render_pipeline
note: label = `pbr_opaque_mesh_pipeline`
Internal error in VERTEX | FRAGMENT | VERTEX_FRAGMENT shader: Additional information
I first asked about it on your discord here.
Using git bisect I was able to find the commit that introduced the bug which is 1a96d82.
Further by removing the lines
if (fog.mode != FOG_MODE_OFF && (material.flags & STANDARD_MATERIAL_FLAGS_FOG_ENABLED_BIT) != 0u) {
output_color = apply_fog(output_color, in.world_position.xyz, view.world_position.xyz);
}in pbr.wgsl, in bevy_pbr, the example once again runs on my phone.
What is interesting however is that my colleague ran it on his phone without issue, his adapter info is the following.
AdapterInfo { name: "Mali-G78", vendor: 5045, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Gl }Furthermore I tried running it on my tablet which also crashes, I unfortunately cannot read logs from the tablet but it uses the Adreno 619 GPU.
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorP-CrashA sudden unexpected crashA sudden unexpected crash