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fix mesh shader handles not remapped during module composition - #138

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robtfm merged 3 commits into
bevyengine:masterfrom
niltooth:master
Jul 2, 2026
Merged

robtfm merged 3 commits into
bevyengine:masterfrom
niltooth:master

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@niltooth

@niltooth niltooth commented Jul 1, 2026

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Hey everyone,

I have been messing around with adding mesh shaders to bevy in a local branch. I thought it would be good to start by building an example app in bevy that uses the wgpu mesh shader example from their 28 release. I got all of that put together but the shader fails to compile, which eventually led me to naga oil.

I started by adding a test to compile the example shader from wgpu, and as I suspected it failed to compile. Then I added a fix. I tried to follow the same style as the existing code, but wasn't sure if it would be better to inline the changes or break them out into their own function. For now I have made things explicit as I can in a new function, but I am fine making any needed changes.

niltooth added 3 commits June 29, 2026 18:58
as I suspected the test fails to compile the example mesh shader from
wgpu
Comment thread src/compose/test.rs
)
.unwrap();

//println!("{}", wgsl);

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dead code?

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This was in the existing tests that I copied from. Once I applied the fix I uncommented and ran the test to generate the expected shader output. But I can remove. Was just trying to keep things like the other tests.

@robtfm

robtfm commented Jul 2, 2026

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Lgtm, thanks for contributing!

@robtfm
robtfm merged commit 5119786 into bevyengine:master Jul 2, 2026
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4 participants