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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorS-Needs-ReviewNeeds reviewer attention (from anyone!) to move forwardNeeds reviewer attention (from anyone!) to move forward
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Raising this as a issue as requested in #3595 (comment)...
The TrackedRenderPass
type internally tracks which pipeline and bind group are active on a render pass. However, I think the wgpu_pass
method may allow compromising its tracking:
tracked_render_pass.set_render_pipeline(&x); // Set render pipeline to "x"
tracked_render_pass.wgpu_pass().set_pipeline(&y); // Render pipeline is now "y"
tracked_render_pass.set_render_pipeline(&x); // No-op since tracked_render_pass thinks "x" is still active
PPakalns
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorS-Needs-ReviewNeeds reviewer attention (from anyone!) to move forwardNeeds reviewer attention (from anyone!) to move forward