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Rendering gizmos panics when DepthPrepass, NormalPrepass, or MotionVectorPrepass is added to the camera #10347

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@DanielHZhang

Description

@DanielHZhang

Bevy version

main

Relevant system information

If you cannot get Bevy to build or run on your machine, please include:

AdapterInfo { name: "Apple M1 Max", vendor: 0, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Metal }

What you did

  1. Add one or multiple prepasses to the camera in the 3d_gizmos example
    commands.spawn((
        Camera3dBundle {
            transform: Transform::from_xyz(0., 1.5, 6.).looking_at(Vec3::ZERO, Vec3::Y),
            ..default()
        },
        DepthPrepass,
    ));
  1. Run the example

What went wrong

ERROR wgpu::backend::direct: Handling wgpu errors as fatal by default    
thread '<unnamed>' panicked at /Users/danielzhang/.cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.17.1/src/backend/direct.rs:3056:5:
wgpu error: Validation Error

Caused by:
    In a RenderPass
      note: encoder = `<CommandBuffer-(0, 2, Metal)>`
    In a draw command, indexed:false indirect:false
      note: render pipeline = `LineGizmo Pipeline`
    The pipeline layout, associated with the current render pipeline, contains a bind group layout at index 0 which is incompatible with the bind group layout associated with the bind group at 0


note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic in exclusive system `bevy_render::renderer::render_system`!
thread 'main' panicked at crates/bevy_render/src/pipelined_rendering.rs:145:45:
called `Result::unwrap()` on an `Err` value: RecvError

Additional information

git bisect found 9b80205 as the first bad commit

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    A-GizmosVisual editor and debug gizmosA-RenderingDrawing game state to the screenC-BugAn unexpected or incorrect behaviorP-CrashA sudden unexpected crash

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