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Description
On v22 and before, wgpu initialized on devices with max_color_attachments == 4. This includes some Android and Windows devices, and possibly some browsers with WebGL2. On v23 and above, it fails with Limit 'max_color_attachments' value 8 is better than allowed 4.
Repro steps
If you don't happen to have such a device, you can use JS to easily pretend, just enter this snippet in devtools console before the wgpu application with webgl backend initializes:
var temp = WebGL2RenderingContext.prototype.getParameter; WebGL2RenderingContext.prototype.getParameter = function(n){ if (n == 0x8CDF) { return 4; } return temp.call(this, n); }
Expected vs observed behavior
Making it possible to support these devices again. AFAIK, dropping support for them was not documented in changelog.
If it turns out that the limit was always supposed to be 8 and allowing these devices to use wgpu was an accident, then we'd still appreciate some optional way to drop it back to 4 - since we don't even need 4 for our use cases AFAIK.
The text was updated successfully, but these errors were encountered:
Description
On v22 and before, wgpu initialized on devices with max_color_attachments == 4. This includes some Android and Windows devices, and possibly some browsers with WebGL2. On v23 and above, it fails with
Limit 'max_color_attachments' value 8 is better than allowed 4
.Repro steps
If you don't happen to have such a device, you can use JS to easily pretend, just enter this snippet in devtools console before the wgpu application with webgl backend initializes:
Expected vs observed behavior
Making it possible to support these devices again. AFAIK, dropping support for them was not documented in changelog.
If it turns out that the limit was always supposed to be 8 and allowing these devices to use wgpu was an accident, then we'd still appreciate some optional way to drop it back to 4 - since we don't even need 4 for our use cases AFAIK.
The text was updated successfully, but these errors were encountered: