CCTV attempt brings up texture-in-framebuffer error spam

Godot Version

v4.2.1.stable.official [b09f793f5]


I was creating a scene in which I have four cameras and four screens that need to show those cameras. Setting this up with subviewports was a breeze and worked just fine in the Forward+ profile, but then I went for the Mobile profile and I hit a snag:

E 0:00:00:0400 draw_list_bind_uniform_set: Attempted to use the same texture in framebuffer attachment and a uniform (set: 3, binding: 4), this is not allowed.
<C++ Error> Condition “attachable_ptr[i].texture == bound_ptr[j]” is true.
<C++ Source> drivers/vulkan/rendering_device_vulkan.cpp:7372 @ draw_list_bind_uniform_set()

Now, one thing to note is that I had one of the cameras pointing at the the screen that showed its image. The error stops when the camera looks away, which seems consistent with this report. The other thing I noticed is that if I remove the WorldEnvironment from the scene, or if I enable glow inside the WorldEnvironment, the error also stops, even when the camera is doing the infinity feedback by looking at the screen.

Anyway, I made a MRE if anybody has a convincing explanation.

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