mirror of
https://github.com/exoticorn/microw8.git
synced 2026-01-20 19:26:43 +01:00
restructuring for multiple filters
This commit is contained in:
439
uw8-window/src/gpu/mod.rs
Normal file
439
uw8-window/src/gpu/mod.rs
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@@ -0,0 +1,439 @@
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use crate::Framebuffer;
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use anyhow::{anyhow, Result};
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use std::{num::NonZeroU32, time::Instant};
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use winit::{
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dpi::PhysicalSize,
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event::{Event, VirtualKeyCode, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::{Fullscreen, WindowBuilder},
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};
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#[cfg(target_os = "macos")]
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use winit::platform::macos::EventLoopExtMacOS;
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#[cfg(target_os = "linux")]
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use winit::platform::unix::EventLoopExtUnix;
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#[cfg(target_os = "windows")]
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use winit::platform::windows::EventLoopExtWindows;
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mod crt;
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use crt::CrtFilter;
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pub struct Window {
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event_loop: EventLoop<()>,
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window: winit::window::Window,
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instance: wgpu::Instance,
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surface: wgpu::Surface,
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adapter: wgpu::Adapter,
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device: wgpu::Device,
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queue: wgpu::Queue,
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}
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impl Window {
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pub fn new() -> Result<Window> {
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async fn create() -> Result<Window> {
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let event_loop = EventLoop::new_any_thread();
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let window = WindowBuilder::new()
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.with_inner_size(PhysicalSize::new(640u32, 480))
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.with_min_inner_size(PhysicalSize::new(320u32, 240))
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.with_title("MicroW8")
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.build(&event_loop)?;
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window.set_cursor_visible(false);
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let instance = wgpu::Instance::new(wgpu::Backends::all());
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let surface = unsafe { instance.create_surface(&window) };
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::LowPower,
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.ok_or_else(|| anyhow!("Request adapter failed"))?;
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let (device, queue) = adapter
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.request_device(&wgpu::DeviceDescriptor::default(), None)
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.await?;
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Ok(Window {
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event_loop,
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window,
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instance,
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surface,
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adapter,
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device,
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queue,
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})
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}
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pollster::block_on(create())
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}
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pub fn run(
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self,
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mut update: Box<dyn FnMut(&mut dyn Framebuffer, u32, bool) -> Instant + 'static>,
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) -> ! {
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let Window {
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event_loop,
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window,
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instance,
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surface,
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adapter,
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device,
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queue,
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} = self;
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let palette_screen_mode = PaletteScreenMode::new(&device);
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let mut surface_config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_supported_formats(&adapter)[0],
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width: window.inner_size().width,
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height: window.inner_size().height,
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present_mode: wgpu::PresentMode::AutoNoVsync,
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};
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let filter: Box<dyn Filter> = Box::new(CrtFilter::new(
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&device,
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&palette_screen_mode.screen_view,
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window.inner_size(),
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surface_config.format,
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));
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surface.configure(&device, &surface_config);
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let mut reset = false;
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let mut gamepad = 0;
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event_loop.run(move |event, _, control_flow| {
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let _ = (&window, &instance, &surface, &adapter, &device);
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match event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::Resized(new_size) => {
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surface_config.width = new_size.width;
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surface_config.height = new_size.height;
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surface.configure(&device, &surface_config);
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filter.resize(&queue, new_size);
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}
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::KeyboardInput { input, .. } => {
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fn gamepad_button(input: &winit::event::KeyboardInput) -> u32 {
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match input.scancode {
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103 => 1,
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108 => 2,
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105 => 4,
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106 => 8,
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44 => 16,
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45 => 32,
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30 => 64,
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31 => 128,
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_ => 0,
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}
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}
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if input.state == winit::event::ElementState::Pressed {
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match input.virtual_keycode {
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Some(VirtualKeyCode::Escape) => *control_flow = ControlFlow::Exit,
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Some(VirtualKeyCode::F) => {
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window.set_fullscreen(if window.fullscreen().is_some() {
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None
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} else {
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Some(Fullscreen::Borderless(None))
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});
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}
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Some(VirtualKeyCode::R) => reset = true,
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_ => (),
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}
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gamepad |= gamepad_button(&input);
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} else {
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gamepad &= !gamepad_button(&input);
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}
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}
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_ => (),
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},
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Event::MainEventsCleared => {
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if let ControlFlow::WaitUntil(t) = *control_flow {
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if Instant::now() < t {
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return;
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}
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}
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let next_frame = update(
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&mut GpuFramebuffer {
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queue: &queue,
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framebuffer: &palette_screen_mode,
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},
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gamepad,
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reset,
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);
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reset = false;
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*control_flow = ControlFlow::WaitUntil(next_frame);
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let output = surface.get_current_texture().unwrap();
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let view = output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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palette_screen_mode.resolve_screen(&mut encoder);
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{
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let mut render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.0,
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g: 0.0,
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b: 0.0,
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a: 1.0,
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}),
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store: true,
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},
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})],
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depth_stencil_attachment: None,
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});
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filter.render(&mut render_pass);
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}
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queue.submit(std::iter::once(encoder.finish()));
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output.present();
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}
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_ => (),
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}
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});
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}
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}
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struct GpuFramebuffer<'a> {
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framebuffer: &'a PaletteScreenMode,
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queue: &'a wgpu::Queue,
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}
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impl<'a> Framebuffer for GpuFramebuffer<'a> {
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fn update(&mut self, pixels: &[u8], palette: &[u8]) {
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self.framebuffer.write_framebuffer(self.queue, pixels);
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self.framebuffer.write_palette(self.queue, palette);
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}
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}
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trait Filter {
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fn resize(&self, queue: &wgpu::Queue, new_size: PhysicalSize<u32>);
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fn render<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>);
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}
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struct PaletteScreenMode {
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framebuffer: wgpu::Texture,
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palette: wgpu::Texture,
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screen_view: wgpu::TextureView,
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bind_group: wgpu::BindGroup,
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pipeline: wgpu::RenderPipeline,
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}
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impl PaletteScreenMode {
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fn new(device: &wgpu::Device) -> PaletteScreenMode {
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let framebuffer_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: wgpu::Extent3d {
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width: 320,
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height: 240,
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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: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::R8Uint,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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label: None,
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});
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let palette_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: wgpu::Extent3d {
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width: 256,
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height: 1,
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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: 1,
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dimension: wgpu::TextureDimension::D1,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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label: None,
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});
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let screen_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: wgpu::Extent3d {
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width: 320,
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height: 240,
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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: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT,
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label: None,
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});
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let framebuffer_texture_view =
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framebuffer_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let palette_texture_view =
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palette_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let screen_texture_view =
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screen_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let palette_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Uint,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D1,
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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},
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count: None,
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},
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],
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label: None,
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});
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let palette_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &palette_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&framebuffer_texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&palette_texture_view),
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},
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],
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label: None,
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});
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let palette_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(include_str!("palette.wgsl").into()),
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});
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let palette_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: &[&palette_bind_group_layout],
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push_constant_ranges: &[],
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});
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let palette_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: Some(&palette_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &palette_shader,
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entry_point: "vs_main",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &palette_shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: Default::default(),
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depth_stencil: None,
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multisample: Default::default(),
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multiview: None,
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});
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PaletteScreenMode {
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framebuffer: framebuffer_texture,
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palette: palette_texture,
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screen_view: screen_texture_view,
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bind_group: palette_bind_group,
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pipeline: palette_pipeline,
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}
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}
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fn write_framebuffer(&self, queue: &wgpu::Queue, pixels: &[u8]) {
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queue.write_texture(
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wgpu::ImageCopyTexture {
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texture: &self.framebuffer,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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&bytemuck::cast_slice(pixels),
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wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: NonZeroU32::new(320),
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rows_per_image: None,
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},
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wgpu::Extent3d {
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width: 320,
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height: 240,
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depth_or_array_layers: 1,
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},
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);
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}
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fn write_palette(&self, queue: &wgpu::Queue, palette: &[u8]) {
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queue.write_texture(
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wgpu::ImageCopyTexture {
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texture: &self.palette,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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&bytemuck::cast_slice(palette),
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wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: NonZeroU32::new(256 * 4),
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rows_per_image: None,
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},
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wgpu::Extent3d {
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width: 256,
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height: 1,
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depth_or_array_layers: 1,
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},
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);
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}
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fn resolve_screen(&self, encoder: &mut wgpu::CommandEncoder) {
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &self.screen_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: true,
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},
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})],
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depth_stencil_attachment: None,
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});
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, &self.bind_group, &[]);
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render_pass.draw(0..3, 0..1);
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}
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}
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Reference in New Issue
Block a user