MAX_DRAW_BUFFERS MAX_ELEMENTS_INDICES MAX_ELEMENTS_VERTICES MAX_ELEMENT_INDEX MAX_FRAGMENT_UNIFORM_BLOCKS MAX_FRAGMENT_UNIFORM_COMPONENTS MAX_PROGRAM_TEXEL_OFFSET MAX_SAMPLES MAX_SERVER_WAIT_TIMEOUT MAX_TEXTURE_LOD_BIAS MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS MAX_TRANSFORM_FEED...
- max_storage_buffers_per_shader_stage: 2, - max_storage_buffer_binding_size: INSTANCE_BUFFER_SIZE, - ..wgpu::Limits::downlevel_webgl2_defaults() + max_bind_groups: 5, + ..Default::default() }, Fixed it locally for me. To Reproduce I don't think you need anything beyond this ...
I needed to pass data from Web Assembly to WebGL (in the same fashion as I mentioned for the rendering),andfrom WebGL back into to Web Assembly (this bit was trickier, as WebGL can by picky about which buffers are