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Attempted to use the same texture in framebuffer attachment error #44473
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I spent some time tracking this down tonight, but haven't gotten anywhere yet. I'm recording notes below to help myself later or someone else. The issue stems from binding the depth and normal textures for reading during any of the three main passes (prepass, opaque, alpha). All three passes share the same uniform set which is declared here
Specifically it comes from binding the
godot/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp Lines 2503 to 2510 in 5332d21
godot/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp Lines 2521 to 2528 in 5332d21
The depth prepass binds the |
Just a data point over here: the error, still spammed, now says
|
See also #44523. |
@reduz Read again, there's still very closely related error spam: #44473 (comment) |
when i apply the texture, that a SubViewport outputs as the texture of a Sprite2d, it spams an error in the debugger: |
Yes, that isn't allowed. You can't read from the texture that you are writing to |
Godot version:
v4.0.dev.custom_build.2c0d1c3b9
OS/device including version:
OS: EndeavourOS (5.9.13-zen1-1-zen)
GPU: Intel UHD 620 (with integrated: Radeon 530)
Backend: X11 / Vulkan
Issue description:
Upon opening any new project (either creating one or loading one), the Output tab (and the terminal, if launching godot from there) continuously shows this message:
ERROR: Attempted to use the same texture in framebuffer attachment and a uniform set, this is not allowed.
The terminal outputs an extra line:
at: draw_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:6176)
Steps to reproduce:
Minimal reproduction project:
Not needed as it happens with the creation of any new project.
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