Comments (2)
Do the wgpu examples run?
Specifically, the boids
example uses compute shaders.
Additionally, does the bevy compute_shader_game_of_life
example run?
It is probably also worth asking on the wgpu matrix about this.
Unfortunately, the panic line corresponds to the very first shader; that suggests that your metal compiler does not support compute shaders at all.
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wgpu
boids doesn't run, no: zsh: segmentation fault cargo run --example boids
EDIT: nor compute_shader_game_of_life
, it just outputs:
2023-01-16T11:04:28.532547Z ERROR wgpu::backend::direct: Handling wgpu errors as fatal by default
thread 'main' panicked at 'wgpu error: Validation Error
Caused by:
In Device::create_bind_group
the adapter does not support read access for storages texture of format Rgba8Unorm
sorry, this wasn't your fault; i'd assumed after having just upgraded the OS the graphics drivers would all work
shame wgpu won't work with 2015 hardware, i hope Piet remains a rendering option
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Related Issues (20)
- Add basic tests HOT 3
- Serde support for re-exported Peniko types HOT 1
- Rendering issue when clipping and stroking the same path HOT 5
- How: `scene.append_with_opacity(scene)` HOT 3
- IOS app crash 0.2.1 HOT 1
- Drop shadows HOT 2
- Corruption issue with clipping HOT 4
- Clips cause compute shaders to take 10 seconds and results in corruption
- Infinitesimal stroked bezier fills whole tile HOT 4
- Examples don't run on Raspberry Pi 4 HOT 12
- Vello image rendering artifacts? HOT 3
- High GPU usage and Slow Framerate on Integrated Graphics. HOT 12
- Ability to directly use a wgpu::Texture instead of a peniko::Image. HOT 2
- Zero-width stroke acts as fill HOT 4
- Better API for already GPU-resident images HOT 2
- Add an API to reserve a scene HOT 2
- Stack of scaled layers breaks at certain window size HOT 3
- Incorrect COLR Emoji Rendering
- Sparse strip path rendering HOT 1
- Add the linebender lint set
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