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@NicoZweifel NicoZweifel commented Nov 3, 2025

Objective

Solution

  • Implementing bindless_supported of the AsBindGroup trait for ExtendedMaterial:
    fn bindless_supported(render_device: &RenderDevice) -> bool {
        B::bindless_supported(render_device) && E::bindless_supported(render_device)
    }

Before it just returned the default (true), leading to the mismatch.

I made small, mostly stylistic, improvements to fn bind_group_layout_entries and a few other locations like a comment in extended_material during debugging but I could move that out into a separate PR as well. Since the changes are rather limited and related to the issue I decided to leave it in for now.

Testing

  • Tested on Windows/NixOS and MacOS, tested multiple examples but most testing happened on the extended_material_bindless and extended_material examples.

@NicoZweifel NicoZweifel marked this pull request as ready for review November 3, 2025 09:22
@alice-i-cecile alice-i-cecile added C-Bug An unexpected or incorrect behavior A-Rendering Drawing game state to the screen C-Examples An addition or correction to our examples O-MacOS Specific to the MacOS (Apple) desktop operating system labels Nov 3, 2025
@alice-i-cecile alice-i-cecile added the S-Needs-Review Needs reviewer attention (from anyone!) to move forward label Nov 3, 2025
@alice-i-cecile alice-i-cecile added this to the 0.17.3 milestone Nov 3, 2025
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Labels

A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior C-Examples An addition or correction to our examples O-MacOS Specific to the MacOS (Apple) desktop operating system S-Needs-Review Needs reviewer attention (from anyone!) to move forward

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Successfully merging this pull request may close these issues.

extended_material_bindless example wgpu validation error on MacOS/Metal

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