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@ChristopherBiscardi
Last active September 15, 2025 03:36
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prepass specialize calls
2025-09-15T03:28:35.162833Z INFO prepass_extension: descriptor.label=Some("prepass_pipeline")
2025-09-15T03:28:35.162853Z INFO prepass_extension: frag_descriptor exists! descriptor.label=Some("prepass_pipeline")
2025-09-15T03:28:35.162833Z 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.
2025-09-15T03:28:35.162873Z INFO prepass_extension: descriptor.label=Some("opaque_mesh_pipeline")
2025-09-15T03:28:35.162877Z INFO prepass_extension: frag_descriptor exists! descriptor.label=Some("opaque_mesh_pipeline")
2025-09-15T03:28:35.162857Z INFO prepass_extension: descriptor.label=Some("prepass_pipeline") frag_descriptor.shader_defs=[Bool("PREPASS_PIPELINE", true), UInt("MATERIAL_BIND_GROUP", 3), Bool("VERTEX_OUTPUT_INSTANCE_INDEX", true), Bool("DEPTH_PREPASS", true), Bool("MAY_DISCARD", true), Bool("VERTEX_POSITIONS", true), Bool("VERTEX_UVS", true), Bool("VERTEX_UVS_A", true), Bool("NORMAL_PREPASS", true), Bool("NORMAL_PREPASS_OR_DEFERRED_PREPASS", true), Bool("VERTEX_NORMALS", true), Bool("MOTION_VECTOR_PREPASS_OR_DEFERRED_PREPASS", true), Bool("MOTION_VECTOR_PREPASS", true), Bool("MULTIPLE_LIGHTMAPS_IN_ARRAY", true), Bool("PREPASS_FRAGMENT", true)]
2025-09-15T03:28:35.162879Z INFO prepass_extension: descriptor.label=Some("opaque_mesh_pipeline") frag_descriptor.shader_defs=[Bool("MESH_PIPELINE", true), Bool("VERTEX_OUTPUT_INSTANCE_INDEX", true), Bool("VERTEX_POSITIONS", true), Bool("VERTEX_NORMALS", true), Bool("VERTEX_UVS", true), Bool("VERTEX_UVS_A", true), Bool("MULTISAMPLED", true), Bool("NORMAL_PREPASS", true), Bool("DEPTH_PREPASS", true), Bool("MOTION_VECTOR_PREPASS", true), Bool("VIEW_PROJECTION_PERSPECTIVE", true), Bool("TONEMAP_IN_SHADER", true), UInt("TONEMAPPING_LUT_TEXTURE_BINDING_INDEX", 18), UInt("TONEMAPPING_LUT_SAMPLER_BINDING_INDEX", 19), Bool("TONEMAP_METHOD_TONY_MC_MAPFACE", true), Bool("DEBAND_DITHER", true), Bool("MAY_DISCARD", true), Bool("SHADOW_FILTER_METHOD_GAUSSIAN", true), Int("SCREEN_SPACE_SPECULAR_TRANSMISSION_BLUR_TAPS", 8), Bool("MULTIPLE_LIGHT_PROBES_IN_ARRAY", true), Bool("MULTIPLE_LIGHTMAPS_IN_ARRAY", true), Bool("IRRADIANCE_VOLUMES_ARE_USABLE", true), UInt("MATERIAL_BIND_GROUP", 3)]
2025-09-15T03:28:35.241205Z INFO prepass_extension: descriptor.label=Some("prepass_pipeline")
2025-09-15T03:28:35.241218Z INFO prepass_extension: frag_descriptor exists! descriptor.label=Some("prepass_pipeline")
2025-09-15T03:28:35.241220Z INFO prepass_extension: descriptor.label=Some("prepass_pipeline") frag_descriptor.shader_defs=[Bool("PREPASS_PIPELINE", true), UInt("MATERIAL_BIND_GROUP", 3), Bool("VERTEX_OUTPUT_INSTANCE_INDEX", true), Bool("DEPTH_PREPASS", true), Bool("MAY_DISCARD", true), Bool("VERTEX_POSITIONS", true), Bool("VERTEX_UVS", true), Bool("VERTEX_UVS_A", true), Bool("MULTIPLE_LIGHTMAPS_IN_ARRAY", true)]
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