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Warning Too many textures in mesh pipeline view layout when using SSAO and TAA together #16584

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@lomirus

Description

@lomirus

Bevy version

0.15.0

Relevant system information

  • cargo 1.83.0 (5ffbef321 2024-10-29)
  • Windows 11
AdapterInfo { name: "NVIDIA GeForce RTX 4070 SUPER", vendor: 4318, device: 10115, device_type: DiscreteGpu, driver: "NVIDIA", driver_info: "565.90", backend: Vulkan }

What you did

Trying to use the SSAO and the TAA together:

use bevy::{
    core_pipeline::experimental::taa::{TemporalAntiAliasPlugin, TemporalAntiAliasing},
    pbr::ScreenSpaceAmbientOcclusion,
    prelude::*,
};

fn setup(mut commands: Commands) {
    commands.spawn((
        Camera3d::default(),
        ScreenSpaceAmbientOcclusion::default(),
        TemporalAntiAliasing::default(),
        Msaa::Off,
    ));
}

fn main() {
    App::new()
        .add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
        .add_systems(Startup, setup)
        .run();
}

What went wrong

It prints the warning bevy_pbr::render::mesh_view_bindings: Too many textures in mesh pipeline view layout, this might cause us to hit `wgpu::Limits::max_sampled_textures_per_shader_stage` in some environments:

2024-12-01T09:58:00.186054Z  INFO bevy_render::renderer: AdapterInfo { name: "NVIDIA GeForce RTX 4070 SUPER", vendor: 4318, device: 10115, device_type: DiscreteGpu, driver: "NVIDIA", driver_info: "565.90", backend: Vulkan }
2024-12-01T09:58:00.326936Z  INFO bevy_winit::system: Creating new window "App" (0v1#4294967296)
2024-12-01T09:58:00.489292Z  WARN bevy_pbr::render::mesh_view_bindings: Too many textures in mesh pipeline view layout, this might cause us to hit `wgpu::Limits::max_sampled_textures_per_shader_stage` in some environments.

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    A-RenderingDrawing game state to the screenC-BugAn unexpected or incorrect behaviorS-Needs-DesignThis issue requires design work to think about how it would best be accomplished

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