Fix depth prepass with msaa on webgpu#22531
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beicause wants to merge 3 commits intobevyengine:mainfrom
Open
Fix depth prepass with msaa on webgpu#22531beicause wants to merge 3 commits intobevyengine:mainfrom
beicause wants to merge 3 commits intobevyengine:mainfrom
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Rather than using cfg, we should be checking adapter info for the current backend imo. |
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This might not be necessary and is beyond the scope of this PR. We use feature gating for webgl/webgpu in many places and it doesn't have runtime checks overhead. |
JMS55
reviewed
Mar 2, 2026
| @@ -733,8 +732,7 @@ pub fn prepare_mesh_view_bind_groups( | |||
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| // When using WebGL, we can't have a depth texture with multisampling | |||
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There was a problem hiding this comment.
This comment is still correct. What needs to be updated?
Edit: I forgot that. It's updated now.
JMS55
approved these changes
Mar 28, 2026
IceSentry
approved these changes
Mar 28, 2026
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Objective
Fixes #19148.
Should fix #19177, too, because wgpu webgl2 just doesn't support sampling depth or creating multisampled texture with
TEXTURE_BINDING.Solution
feature="webgl"andfeature="webgpu"can enable together(webgpu overrides webgl), so we should bind multisampled depth texture evenwebglfeature is enabled.Testing
Run
decalexample