Warning `Too many textures in mesh pipeline view layout` when using SSAO and TAA together
- Dominant language
- Rust
- Stars
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Description
## Bevy version
0.18.0
## Relevant system information
- rustc 1.93.0 (254b59607 2026-01-19)
- Windows 11
```ignore
SystemInfo { os: "Windows 11 Pro", kernel: "26200", cpu: "AMD Ryzen 5 7500F 6-Core Processor", core_count: "6", memory: "31.6 GiB" }
AdapterInfo { name: "NVIDIA GeForce RTX 4070 SUPER", vendor: 4318, device: 10115, device_type: DiscreteGpu, driver: "NVIDIA", driver_info: "591.74", backend: Vulkan }
```
## What you did
Trying to use the SSAO and the TAA together:
```rust
use bevy::{anti_alias::taa::TemporalAntiAliasing, pbr::ScreenSpaceAmbientOcclusion, prelude::*};
fn setup(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
ScreenSpaceAmbientOcclusion::default(),
TemporalAntiAliasing::default(),
Msaa::Off,
));
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
```
## What went wrong
It prints the warning:
```
2026-01-31T02:59:51.590974Z WARN bevy_pbr::render::mesh_view_bindings: Too many textures in mesh pipeline view layout, this might cause us to hit `wgpu::Limits::max_sampled_textures_per_shader_stage` in some environments.
```
Contributor guide
Research direction
Reproduce the minimal example with ScreenSpaceAmbientOcclusion and TemporalAntiAliasing enabled, then inspect the bevy_pbr::render::mesh_view_bindings warning and the mesh pipeline view layout. Done means the two features work together without the max_sampled_textures_per_shader_stage warning on the reported setup.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- computer-graphics, game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 35/100