2022-09-07 19:53:21 +00:00
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use crate::commands::CommandRenderer;
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2022-09-07 14:54:05 +00:00
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use crate::frame::Frame;
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2022-09-07 20:14:14 +00:00
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use crate::mesh::Mesh;
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2022-09-07 14:54:05 +00:00
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use crate::uniform_buffer::BufferStorage;
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2022-09-20 18:48:25 +00:00
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use crate::{Descriptors, Globals, Pipelines, Transforms, UniformBuffer};
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2022-09-07 19:53:21 +00:00
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use ruffle_render::commands::CommandList;
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2022-09-08 08:05:34 +00:00
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use std::sync::Arc;
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2022-09-07 14:54:05 +00:00
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#[derive(Debug)]
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pub struct FrameBuffer {
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view: wgpu::TextureView,
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}
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impl FrameBuffer {
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pub fn new(
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device: &wgpu::Device,
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msaa_sample_count: u32,
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width: u32,
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height: u32,
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format: wgpu::TextureFormat,
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) -> Self {
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: create_debug_label!("Framebuffer texture").as_deref(),
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size: wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: msaa_sample_count,
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dimension: wgpu::TextureDimension::D2,
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format,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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});
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let view = texture.create_view(&Default::default());
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Self { view }
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}
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}
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#[derive(Debug)]
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pub struct DepthTexture {
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view: wgpu::TextureView,
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}
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impl DepthTexture {
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pub fn new(device: &wgpu::Device, msaa_sample_count: u32, width: u32, height: u32) -> Self {
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: create_debug_label!("Depth texture").as_deref(),
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size: wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: msaa_sample_count,
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dimension: wgpu::TextureDimension::D2,
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2022-11-03 07:37:59 +00:00
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format: wgpu::TextureFormat::Depth24PlusStencil8,
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2022-09-07 14:54:05 +00:00
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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});
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let view = texture.create_view(&Default::default());
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Self { view }
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}
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}
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#[derive(Debug)]
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pub enum Surface {
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Direct {
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depth: DepthTexture,
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2022-09-08 08:05:34 +00:00
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pipelines: Arc<Pipelines>,
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2022-09-07 14:54:05 +00:00
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},
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Resolve {
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frame_buffer: FrameBuffer,
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depth: DepthTexture,
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2022-09-08 08:05:34 +00:00
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pipelines: Arc<Pipelines>,
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2022-09-07 14:54:05 +00:00
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},
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}
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impl Surface {
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pub fn new(
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descriptors: &Descriptors,
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msaa_sample_count: u32,
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width: u32,
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height: u32,
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2022-09-20 18:48:25 +00:00
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frame_buffer_format: wgpu::TextureFormat,
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2022-09-07 14:54:05 +00:00
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) -> Self {
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let frame_buffer = if msaa_sample_count > 1 {
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Some(FrameBuffer::new(
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&descriptors.device,
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msaa_sample_count,
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width,
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height,
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frame_buffer_format,
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))
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} else {
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None
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};
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let depth = DepthTexture::new(&descriptors.device, msaa_sample_count, width, height);
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2022-09-08 08:05:34 +00:00
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let pipelines = descriptors.pipelines(msaa_sample_count, frame_buffer_format);
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2022-09-07 14:54:05 +00:00
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2022-09-20 18:48:25 +00:00
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match frame_buffer {
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Some(frame_buffer) => Surface::Resolve {
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2022-09-07 14:54:05 +00:00
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frame_buffer,
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depth,
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pipelines,
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2022-09-07 14:54:05 +00:00
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},
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None => Surface::Direct { depth, pipelines },
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2022-09-07 14:54:05 +00:00
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}
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}
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2022-09-07 19:26:46 +00:00
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pub fn view<'a>(&'a self, frame: &'a wgpu::TextureView) -> &wgpu::TextureView {
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match self {
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Surface::Direct { .. } => frame,
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Surface::Resolve { frame_buffer, .. } => &frame_buffer.view,
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2022-09-07 14:54:05 +00:00
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}
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}
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2022-09-07 19:26:46 +00:00
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pub fn resolve_target<'a>(
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&'a self,
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2022-09-07 19:26:46 +00:00
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frame: &'a wgpu::TextureView,
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2022-09-07 14:54:05 +00:00
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) -> Option<&wgpu::TextureView> {
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match self {
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2022-09-20 18:48:25 +00:00
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Surface::Direct { .. } => None,
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Surface::Resolve { .. } => Some(&frame),
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}
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}
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pub fn depth(&self) -> &wgpu::TextureView {
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match self {
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2022-09-20 18:48:25 +00:00
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Surface::Direct { depth, .. } => &depth.view,
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Surface::Resolve { depth, .. } => &depth.view,
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2022-09-07 14:54:05 +00:00
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}
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}
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2022-09-08 08:05:34 +00:00
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pub fn pipelines(&self) -> &Pipelines {
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match self {
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2022-09-20 18:48:25 +00:00
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Surface::Direct { pipelines, .. } => pipelines,
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Surface::Resolve { pipelines, .. } => pipelines,
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2022-09-07 14:54:05 +00:00
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}
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}
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2022-09-07 19:53:21 +00:00
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#[allow(clippy::too_many_arguments)]
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pub fn draw_commands(
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&self,
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frame_view: &wgpu::TextureView,
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2022-09-28 15:47:35 +00:00
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clear_color: Option<wgpu::Color>,
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2022-09-07 19:53:21 +00:00
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descriptors: &Descriptors,
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globals: &mut Globals,
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uniform_buffers_storage: &mut BufferStorage<Transforms>,
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meshes: &Vec<Mesh>,
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commands: CommandList,
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) -> Vec<wgpu::CommandBuffer> {
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let label = create_debug_label!("Draw encoder");
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let mut draw_encoder =
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descriptors
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: label.as_deref(),
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});
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let uniform_encoder_label = create_debug_label!("Uniform upload command encoder");
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let mut uniform_encoder =
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descriptors
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: uniform_encoder_label.as_deref(),
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});
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globals.update_uniform(&descriptors.device, &mut draw_encoder);
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2022-09-28 15:47:35 +00:00
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let load = match clear_color {
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Some(color) => wgpu::LoadOp::Clear(color),
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None => wgpu::LoadOp::Load,
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};
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2022-09-07 19:53:21 +00:00
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let mut render_pass = draw_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: self.view(frame_view),
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ops: wgpu::Operations { load, store: true },
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resolve_target: self.resolve_target(frame_view),
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: self.depth(),
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(0.0),
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store: false,
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}),
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stencil_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(0),
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store: true,
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}),
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}),
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label: None,
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});
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render_pass.set_bind_group(0, globals.bind_group(), &[]);
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uniform_buffers_storage.recall();
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2022-09-20 19:49:22 +00:00
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let mut uniform_buffer = UniformBuffer::new(uniform_buffers_storage);
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2022-09-07 19:53:21 +00:00
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commands.execute(&mut CommandRenderer::new(
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Frame::new(
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self.pipelines(),
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&descriptors,
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&mut uniform_buffer,
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render_pass,
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&mut uniform_encoder,
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),
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2022-09-07 19:53:21 +00:00
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meshes,
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descriptors.quad.vertices.slice(..),
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descriptors.quad.indices.slice(..),
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));
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2022-09-20 19:49:22 +00:00
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uniform_buffer.finish();
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2022-09-07 19:53:21 +00:00
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2022-09-20 18:48:25 +00:00
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vec![uniform_encoder.finish(), draw_encoder.finish()]
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}
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}
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