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.
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.