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Bind groups must be set to a render pass in the correct order #494

@HexyWitch

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@HexyWitch

Setting bind group 1 before bind group 0 to a render pass seems to leave bind group 1 unset, without throwing any errors.

I've modified the cube example from wgpu-rs to use two bind groups. One for the vertex shader transform, and one for the fragment shader texture and sampler. Setting bind group 1 (texture/sampler) before bind group 0 (transform) results in an untextured cube being rendered:
https://github.com/Healthire/wgpu-rs/blob/set-bind-group-order-bug/examples/cube-broken/main.rs#L358

The backend used to reproduce the bug on my machine is Vulkan.

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