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WebGPU: Fix for setting mip level for writable textures bound to compute shaders.
WebGPU: Fix for setting mip level for writable textures bound to compute shaders.
WebGPU: Fix for setting mip level for writable textures bound to compute shaders.
WebGPU: Fix for setting mip level for writable textures bound to compute shaders.
Steps to reproduce:
Error message:
mipLevelCount (4) of [TextureView of Texture (unlabeled 8x8 px, TextureFormat::RGBA8Unorm)] expected to be 1.
- While validating entries[0] against { binding: 0, visibility: ShaderStage::Compute, storageTexture: {format: TextureFormat::RGBA8Unorm, viewDimension: TextureViewDimension::e2D, access: StorageTextureAccess::WriteOnly} }.
- While validating [BindGroupDescriptor] against [BindGroupLayout "TestCompute.CSMain_BindGroupLayout[0]_693"]
- While calling [Device].CreateBindGroup([BindGroupDescriptor]).
(index):1 [Invalid BindGroup "TestCompute.CSMain_BindGroup[4]_696"] is invalid. - While encoding [ComputePassEncoder (unlabeled)].SetBindGroup(0, [Invalid BindGroup "TestCompute.CSMain_BindGroup[4]_696"], 0, ...). - While finishing [CommandEncoder (unlabeled)].
Actual results: Validation errors, shader fails to execute.
Expected results: No validation errors, shader works.
Reproduced on 6000.5, Windows 11
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