2024-02-07 10:47:05 +11:00
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use crate::framebuffer::WgpuOutputView;
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2024-02-06 17:45:31 +11:00
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use crate::util;
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2023-12-14 11:24:00 +11:00
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use librashader_reflect::back::wgsl::NagaWgslContext;
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use librashader_reflect::back::ShaderCompilerOutput;
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use librashader_reflect::reflect::ShaderReflection;
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use librashader_runtime::quad::VertexInput;
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use librashader_runtime::render_target::RenderTarget;
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use std::borrow::Cow;
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use std::sync::Arc;
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use wgpu::{
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BindGroupLayout, BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingType,
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BufferBindingType, BufferSize, CommandEncoder, Operations, PipelineLayout, PushConstantRange,
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RenderPass, RenderPassColorAttachment, RenderPassDescriptor, SamplerBindingType, ShaderModule,
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ShaderSource, ShaderStages, TextureFormat, TextureSampleType, TextureViewDimension,
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VertexBufferLayout,
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};
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pub struct WgpuGraphicsPipeline {
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pub layout: PipelineLayoutObjects,
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render_pipeline: wgpu::RenderPipeline,
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pub format: wgpu::TextureFormat,
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}
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pub struct PipelineLayoutObjects {
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layout: PipelineLayout,
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pub main_bind_group_layout: BindGroupLayout,
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pub sampler_bind_group_layout: BindGroupLayout,
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fragment_entry_name: String,
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vertex_entry_name: String,
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vertex: ShaderModule,
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fragment: ShaderModule,
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device: Arc<wgpu::Device>,
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}
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impl PipelineLayoutObjects {
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pub fn new(
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reflection: &ShaderReflection,
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shader_assembly: &ShaderCompilerOutput<String, NagaWgslContext>,
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device: Arc<wgpu::Device>,
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) -> Self {
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let vertex = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("vertex"),
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source: ShaderSource::Wgsl(Cow::from(&shader_assembly.vertex)),
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});
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let fragment = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("fragment"),
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source: ShaderSource::Wgsl(Cow::from(&shader_assembly.fragment)),
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});
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let mut main_bindings = Vec::new();
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let mut sampler_bindings = Vec::new();
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let mut push_constant_range = Vec::new();
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if let Some(push_meta) = reflection.push_constant.as_ref()
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&& !push_meta.stage_mask.is_empty()
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{
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let push_mask = util::binding_stage_to_wgpu_stage(push_meta.stage_mask);
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if let Some(binding) = push_meta.binding {
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main_bindings.push(BindGroupLayoutEntry {
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binding,
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visibility: push_mask,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: BufferSize::new(push_meta.size as u64),
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},
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count: None,
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});
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} else {
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push_constant_range.push(PushConstantRange {
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stages: push_mask,
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range: 0..push_meta.size,
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})
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}
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}
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if let Some(ubo_meta) = reflection.ubo.as_ref()
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&& !ubo_meta.stage_mask.is_empty()
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{
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let ubo_mask = util::binding_stage_to_wgpu_stage(ubo_meta.stage_mask);
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main_bindings.push(BindGroupLayoutEntry {
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binding: ubo_meta.binding,
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visibility: ubo_mask,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: BufferSize::new(ubo_meta.size as u64),
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},
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count: None,
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});
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}
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for texture in reflection.meta.texture_meta.values() {
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main_bindings.push(BindGroupLayoutEntry {
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binding: texture.binding,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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sample_type: TextureSampleType::Float { filterable: true },
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view_dimension: TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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});
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sampler_bindings.push(BindGroupLayoutEntry {
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binding: texture.binding,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Sampler(SamplerBindingType::Filtering),
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count: None,
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})
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}
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let main_bind_group = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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label: Some("bind group 0"),
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entries: &main_bindings,
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});
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let sampler_bind_group = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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label: Some("bind group 1"),
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entries: &sampler_bindings,
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});
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let bind_group_layout_refs = [&main_bind_group, &sampler_bind_group];
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("shader pipeline layout"),
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bind_group_layouts: &bind_group_layout_refs,
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push_constant_ranges: &push_constant_range.as_ref(),
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});
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Self {
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layout,
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main_bind_group_layout: main_bind_group,
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sampler_bind_group_layout: sampler_bind_group,
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fragment_entry_name: shader_assembly.context.fragment.entry_points[0]
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.name
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.clone(),
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vertex_entry_name: shader_assembly.context.vertex.entry_points[0].name.clone(),
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vertex,
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fragment,
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device,
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}
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}
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pub fn create_pipeline(&self, framebuffer_format: TextureFormat) -> wgpu::RenderPipeline {
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self.device
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.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&self.layout),
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vertex: wgpu::VertexState {
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module: &self.vertex,
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entry_point: &self.vertex_entry_name,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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buffers: &[VertexBufferLayout {
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array_stride: std::mem::size_of::<VertexInput>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Float32x4,
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offset: bytemuck::offset_of!(VertexInput, position)
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as wgpu::BufferAddress,
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shader_location: 0,
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},
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wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Float32x2,
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offset: bytemuck::offset_of!(VertexInput, texcoord)
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as wgpu::BufferAddress,
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shader_location: 1,
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},
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],
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}],
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},
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fragment: Some(wgpu::FragmentState {
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module: &self.fragment,
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entry_point: &self.fragment_entry_name,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format: framebuffer_format,
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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: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleStrip,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: None,
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unclipped_depth: false,
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polygon_mode: wgpu::PolygonMode::Fill,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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})
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}
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}
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impl WgpuGraphicsPipeline {
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pub fn new(
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device: Arc<wgpu::Device>,
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shader_assembly: &ShaderCompilerOutput<String, NagaWgslContext>,
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reflection: &ShaderReflection,
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render_pass_format: TextureFormat,
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) -> Self {
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let layout = PipelineLayoutObjects::new(reflection, shader_assembly, device);
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let render_pipeline = layout.create_pipeline(render_pass_format);
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Self {
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layout,
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render_pipeline,
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format: render_pass_format,
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}
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}
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pub fn recompile(&mut self, format: TextureFormat) {
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let render_pipeline = self.layout.create_pipeline(format);
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self.render_pipeline = render_pipeline;
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}
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pub(crate) fn begin_rendering<'pass>(
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&'pass self,
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output: &RenderTarget<'pass, WgpuOutputView>,
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cmd: &'pass mut CommandEncoder,
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) -> RenderPass<'pass> {
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let mut render_pass = cmd.begin_render_pass(&RenderPassDescriptor {
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label: Some("librashader"),
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color_attachments: &[Some(RenderPassColorAttachment {
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view: &output.output.view,
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resolve_target: None,
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ops: 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: 0.0,
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}),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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render_pass.set_scissor_rect(
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output.x as u32,
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output.y as u32,
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output.output.size.width,
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output.output.size.height,
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);
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render_pass.set_viewport(
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output.x,
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output.y,
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output.output.size.width as f32,
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output.output.size.height as f32,
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0.0,
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1.0,
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);
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass
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}
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}
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