The situation:
I am performing a WebGL to WebGPU migration for an app that previously used a Raw RGB texture to hold vertex positions for a special mesh. WebGPU does not accept RGB textures , so I am padding the data and storing it into a Raw RGBA texture. I attempted to re-create the error in a PG following the same approach used in the application however, I don’t get the error in the PG. I had even broke the data up into two separate textures and received the same result referencing different numbers of bytes but having the same 4/3 ratio. The number of bytes of data to write, which I log, matches the data layout, but the error references 1/3 less bytes.
Application Code:
Error Log in Application:
Attempt to reproduce the error in a PG: