forked from 1b-agent/opencadstudio-upstream
Selected wires are now visible through occluding objects. A second wire_xray pipeline (depth_compare=Greater, depth_write_enabled=false) renders 25%-alpha ghost copies of selected wires only where they are behind the depth buffer, leaving fully-visible portions at full glow brightness unchanged. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
961 lines
40 KiB
Rust
961 lines
40 KiB
Rust
pub mod hatch_gpu;
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pub mod image_gpu;
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pub mod mesh_gpu;
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pub mod uniforms;
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pub mod viewcube;
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pub mod wire_gpu;
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use iced::wgpu;
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use iced::{Rectangle, Size};
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pub use hatch_gpu::HatchGpu;
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pub use image_gpu::ImageGpu;
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pub use mesh_gpu::MeshGpu;
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pub use uniforms::Uniforms;
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pub use viewcube::ViewCubePipeline;
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pub use wire_gpu::WireGpu;
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use crate::scene::hatch_model::HatchModel;
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use crate::scene::image_model::ImageModel;
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use crate::scene::mesh_model::MeshModel;
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use crate::scene::wire_model::WireModel;
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/// MSAA sample count for the main drawing pipelines.
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const MSAA_SAMPLES: u32 = 4;
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pub struct Pipeline {
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wire_pipeline: wgpu::RenderPipeline,
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/// Same shader as wire_pipeline but depth_compare=Greater, depth_write_enabled=false.
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/// Used to draw ghost copies of selected wires through occluding geometry.
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wire_xray_pipeline: wgpu::RenderPipeline,
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hatch_pipeline: wgpu::RenderPipeline,
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image_pipeline: wgpu::RenderPipeline,
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mesh_pipeline: wgpu::RenderPipeline,
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uniform_buffer: wgpu::Buffer,
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uniform_bind_group: wgpu::BindGroup,
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hatch_bgl1: wgpu::BindGroupLayout,
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image_bgl1: wgpu::BindGroupLayout,
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depth_texture_size: Size<u32>,
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depth_view: wgpu::TextureView,
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/// 4× MSAA color buffer for the main drawing passes.
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msaa_view: wgpu::TextureView,
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/// Single-sample texture that receives the MSAA resolve result.
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resolve_view: wgpu::TextureView,
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/// Pipeline + resources for blitting the resolve texture to the surface target.
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blit_pipeline: wgpu::RenderPipeline,
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blit_bind_group_layout: wgpu::BindGroupLayout,
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blit_sampler: wgpu::Sampler,
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blit_bind_group: wgpu::BindGroup,
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/// Cached texture format (needed to recreate MSAA / depth textures on resize).
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surface_format: wgpu::TextureFormat,
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gpu_wires: Vec<WireGpu>,
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/// Ghost copies (25% alpha) of selected wires for the X-ray depth pass.
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gpu_selected_wires: Vec<WireGpu>,
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gpu_hatches: Vec<HatchGpu>,
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/// Wipeout fills — rendered after wires in a separate pass.
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gpu_wipeouts: Vec<HatchGpu>,
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gpu_images: Vec<ImageGpu>,
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gpu_meshes: Vec<MeshGpu>,
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pub viewcube: ViewCubePipeline,
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/// Last geometry epoch for which GPU buffers were uploaded.
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/// Initialized to u64::MAX so the first frame always uploads.
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pub cached_epoch: u64,
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}
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impl Pipeline {
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pub fn new(device: &wgpu::Device, queue: &wgpu::Queue, format: wgpu::TextureFormat) -> Self {
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// ── Shared frame uniform buffer (view_proj etc.) ───────────────────
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let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("viewer.uniform_buffer"),
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size: std::mem::size_of::<Uniforms>() as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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// Bind group layout 0 — shared by wire and hatch pipelines.
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let frame_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("viewer.frame_bgl"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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});
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let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("viewer.bind_group"),
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layout: &frame_bgl,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: uniform_buffer.as_entire_binding(),
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}],
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});
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// ── Wire pipeline ──────────────────────────────────────────────────
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let wire_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("wire.pipeline_layout"),
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bind_group_layouts: &[&frame_bgl],
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push_constant_ranges: &[],
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});
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let depth_tex = create_depth_texture(device, Size::new(1, 1));
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let depth_view = depth_tex.create_view(&wgpu::TextureViewDescriptor::default());
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let wire_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("wire.shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
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"../../shaders/wire.wgsl"
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))),
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});
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let wire_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("wire.pipeline"),
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layout: Some(&wire_layout),
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vertex: wgpu::VertexState {
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module: &wire_shader,
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entry_point: Some("vs_main"),
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buffers: &[wire_gpu::WireVertex::layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: None,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: MSAA_SAMPLES,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: &wire_shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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multiview: None,
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cache: None,
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});
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// Xray variant: only draws where fragments are BEHIND the depth buffer
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// (depth_compare=Greater), without writing depth. Used to ghost selected
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// wires through occluding geometry at reduced alpha.
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let wire_xray_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("wire_xray.pipeline"),
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layout: Some(&wire_layout),
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vertex: wgpu::VertexState {
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module: &wire_shader,
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entry_point: Some("vs_main"),
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buffers: &[wire_gpu::WireVertex::layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: None,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::Greater,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: MSAA_SAMPLES,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: &wire_shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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multiview: None,
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cache: None,
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});
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// ── Hatch pipeline ─────────────────────────────────────────────────
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let hatch_entry = |binding: u32| wgpu::BindGroupLayoutEntry {
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binding,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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};
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let hatch_bgl1 = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("hatch.bgl1"),
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entries: &[hatch_entry(0), hatch_entry(1), hatch_entry(2)],
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});
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let hatch_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("hatch.pipeline_layout"),
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bind_group_layouts: &[&frame_bgl, &hatch_bgl1],
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push_constant_ranges: &[],
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});
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let hatch_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("hatch.shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
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"../../shaders/hatch.wgsl"
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))),
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});
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let hatch_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("hatch.pipeline"),
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layout: Some(&hatch_layout),
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vertex: wgpu::VertexState {
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module: &hatch_shader,
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entry_point: Some("vs_main"),
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buffers: &[hatch_gpu::HatchVertex::layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: None,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: MSAA_SAMPLES,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: &hatch_shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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multiview: None,
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cache: None,
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});
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// ── Mesh pipeline ──────────────────────────────────────────────────
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let mesh_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("mesh.shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
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"../../shaders/mesh.wgsl"
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))),
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});
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let mesh_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("mesh.pipeline_layout"),
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bind_group_layouts: &[&frame_bgl],
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push_constant_ranges: &[],
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});
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let mesh_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("mesh.pipeline"),
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layout: Some(&mesh_layout),
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vertex: wgpu::VertexState {
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module: &mesh_shader,
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entry_point: Some("vs_main"),
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buffers: &[mesh_gpu::MeshVertex::layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: Some(wgpu::Face::Back),
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: MSAA_SAMPLES,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: &mesh_shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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multiview: None,
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cache: None,
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});
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// ── Image pipeline ─────────────────────────────────────────────────
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let image_bgl1 = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("image.bgl1"),
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entries: &[
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// binding 0: texture
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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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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::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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// binding 1: sampler
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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::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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// binding 2: ImageParams uniform
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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],
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});
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let image_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("image.pipeline_layout"),
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bind_group_layouts: &[&frame_bgl, &image_bgl1],
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push_constant_ranges: &[],
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});
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let image_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("image.shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
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"../../shaders/image.wgsl"
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))),
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});
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let image_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("image.pipeline"),
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layout: Some(&image_layout),
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vertex: wgpu::VertexState {
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||
module: &image_shader,
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||
entry_point: Some("vs_main"),
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buffers: &[image_gpu::ImageVertex::layout()],
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||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth32Float,
|
||
depth_write_enabled: true,
|
||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||
stencil: wgpu::StencilState::default(),
|
||
bias: wgpu::DepthBiasState::default(),
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &image_shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
|
||
let viewcube = ViewCubePipeline::new(device, queue, format);
|
||
|
||
let init_size = Size::new(1, 1);
|
||
let msaa_view = create_msaa_texture(device, init_size, format)
|
||
.create_view(&wgpu::TextureViewDescriptor::default());
|
||
let resolve_tex = create_resolve_texture(device, init_size, format);
|
||
let resolve_view = resolve_tex.create_view(&wgpu::TextureViewDescriptor::default());
|
||
|
||
// ── Blit pipeline (resolve texture → surface target) ──────────────
|
||
let blit_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||
label: Some("blit.shader"),
|
||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
|
||
"../../shaders/blit.wgsl"
|
||
))),
|
||
});
|
||
|
||
let blit_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||
label: Some("blit.bgl"),
|
||
entries: &[
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 0,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Texture {
|
||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||
view_dimension: wgpu::TextureViewDimension::D2,
|
||
multisampled: false,
|
||
},
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 1,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||
count: None,
|
||
},
|
||
],
|
||
});
|
||
|
||
let blit_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
label: Some("blit.pipeline_layout"),
|
||
bind_group_layouts: &[&blit_bgl],
|
||
push_constant_ranges: &[],
|
||
});
|
||
|
||
let blit_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("blit.pipeline"),
|
||
layout: Some(&blit_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &blit_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: None,
|
||
multisample: wgpu::MultisampleState::default(),
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &blit_shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: None,
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
|
||
let blit_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||
label: Some("blit.sampler"),
|
||
mag_filter: wgpu::FilterMode::Nearest,
|
||
min_filter: wgpu::FilterMode::Nearest,
|
||
..Default::default()
|
||
});
|
||
|
||
let blit_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||
label: Some("blit.bind_group"),
|
||
layout: &blit_bgl,
|
||
entries: &[
|
||
wgpu::BindGroupEntry {
|
||
binding: 0,
|
||
resource: wgpu::BindingResource::TextureView(&resolve_view),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 1,
|
||
resource: wgpu::BindingResource::Sampler(&blit_sampler),
|
||
},
|
||
],
|
||
});
|
||
|
||
Self {
|
||
wire_pipeline,
|
||
wire_xray_pipeline,
|
||
hatch_pipeline,
|
||
image_pipeline,
|
||
mesh_pipeline,
|
||
uniform_buffer,
|
||
uniform_bind_group,
|
||
hatch_bgl1,
|
||
image_bgl1,
|
||
depth_texture_size: Size::new(1, 1),
|
||
depth_view,
|
||
msaa_view,
|
||
resolve_view,
|
||
blit_pipeline,
|
||
blit_bind_group_layout: blit_bgl,
|
||
blit_sampler,
|
||
blit_bind_group,
|
||
surface_format: format,
|
||
gpu_wires: vec![],
|
||
gpu_selected_wires: vec![],
|
||
gpu_hatches: vec![],
|
||
gpu_wipeouts: vec![],
|
||
gpu_images: vec![],
|
||
gpu_meshes: vec![],
|
||
viewcube,
|
||
cached_epoch: u64::MAX,
|
||
}
|
||
}
|
||
|
||
pub fn upload_wires(&mut self, device: &wgpu::Device, wires: &[WireModel]) {
|
||
self.gpu_wires = wires.iter().map(|w| WireGpu::new(device, w)).collect();
|
||
// Ghost copies of selected wires at 25% alpha, drawn through occluding
|
||
// geometry in the xray pass to keep selected entities fully visible.
|
||
self.gpu_selected_wires = wires
|
||
.iter()
|
||
.filter(|w| w.selected)
|
||
.map(|w| WireGpu::new_ghost(device, w, 0.25))
|
||
.collect();
|
||
}
|
||
|
||
pub fn upload_meshes(&mut self, device: &wgpu::Device, meshes: &[MeshModel]) {
|
||
self.gpu_meshes = meshes
|
||
.iter()
|
||
.filter(|m| !m.indices.is_empty())
|
||
.map(|m| MeshGpu::new(device, m))
|
||
.collect();
|
||
}
|
||
|
||
pub fn upload_hatches(&mut self, device: &wgpu::Device, hatches: &[HatchModel]) {
|
||
self.gpu_hatches = hatches
|
||
.iter()
|
||
.filter(|h| h.boundary.len() >= 3)
|
||
.map(|h| HatchGpu::new(device, h, &self.hatch_bgl1))
|
||
.collect();
|
||
}
|
||
|
||
pub fn upload_wipeouts(&mut self, device: &wgpu::Device, wipeouts: &[HatchModel]) {
|
||
self.gpu_wipeouts = wipeouts
|
||
.iter()
|
||
.filter(|h| h.boundary.len() >= 3)
|
||
.map(|h| HatchGpu::new(device, h, &self.hatch_bgl1))
|
||
.collect();
|
||
}
|
||
|
||
pub fn upload_images(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
queue: &wgpu::Queue,
|
||
images: &[ImageModel],
|
||
) {
|
||
self.gpu_images = images
|
||
.iter()
|
||
.filter_map(|m| ImageGpu::new(device, queue, m, &self.image_bgl1))
|
||
.collect();
|
||
}
|
||
|
||
pub fn upload_uniforms(&self, queue: &wgpu::Queue, uniforms: &Uniforms) {
|
||
queue.write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(uniforms));
|
||
}
|
||
|
||
pub fn render(
|
||
&self,
|
||
encoder: &mut wgpu::CommandEncoder,
|
||
target: &wgpu::TextureView,
|
||
clip_bounds: Rectangle<u32>,
|
||
bg_color: [f32; 4],
|
||
) {
|
||
let vp = clip_bounds;
|
||
let msaa = &self.msaa_view;
|
||
let [r, g, b, a] = bg_color;
|
||
let clear_color = wgpu::Color { r: r as f64, g: g as f64, b: b as f64, a: a as f64 };
|
||
|
||
// ── Pass 1: hatch fills ────────────────────────────────────────────
|
||
{
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("hatch.render_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: msaa,
|
||
depth_slice: None,
|
||
resolve_target: None,
|
||
ops: wgpu::Operations {
|
||
// Clear MSAA to background color on the first pass.
|
||
load: wgpu::LoadOp::Clear(clear_color),
|
||
store: wgpu::StoreOp::Store,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||
view: &self.depth_view,
|
||
depth_ops: Some(wgpu::Operations {
|
||
load: wgpu::LoadOp::Clear(1.0),
|
||
store: wgpu::StoreOp::Store,
|
||
}),
|
||
stencil_ops: None,
|
||
}),
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
// MSAA texture is clip-bounds-sized, so viewport starts at (0, 0).
|
||
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
|
||
if !self.gpu_hatches.is_empty() {
|
||
pass.set_pipeline(&self.hatch_pipeline);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
for hatch in &self.gpu_hatches {
|
||
pass.set_bind_group(1, &hatch.bind_group, &[]);
|
||
pass.set_vertex_buffer(0, hatch.vertex_buffer.slice(..));
|
||
pass.draw(0..6, 0..1);
|
||
}
|
||
}
|
||
}
|
||
|
||
// ── Pass 2: raster images ─────────────────────────────────────────
|
||
if !self.gpu_images.is_empty() {
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("image.render_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: msaa,
|
||
depth_slice: None,
|
||
resolve_target: None,
|
||
ops: wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||
view: &self.depth_view,
|
||
depth_ops: Some(wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
}),
|
||
stencil_ops: None,
|
||
}),
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
|
||
pass.set_pipeline(&self.image_pipeline);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
for img in &self.gpu_images {
|
||
pass.set_bind_group(1, &img.bind_group, &[]);
|
||
pass.set_vertex_buffer(0, img.vertex_buffer.slice(..));
|
||
pass.draw(0..6, 0..1);
|
||
}
|
||
}
|
||
|
||
// ── Pass 4: solid meshes ──────────────────────────────────────────
|
||
if !self.gpu_meshes.is_empty() {
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("mesh.render_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: msaa,
|
||
depth_slice: None,
|
||
resolve_target: None,
|
||
ops: wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||
view: &self.depth_view,
|
||
depth_ops: Some(wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
}),
|
||
stencil_ops: None,
|
||
}),
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
|
||
pass.set_pipeline(&self.mesh_pipeline);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
for mesh in &self.gpu_meshes {
|
||
if mesh.index_count > 0 {
|
||
pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
|
||
pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
|
||
pass.draw_indexed(0..mesh.index_count, 0, 0..1);
|
||
}
|
||
}
|
||
}
|
||
|
||
// ── Pass 5: wires ─────────────────────────────────────────────────
|
||
{
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("wire.render_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: msaa,
|
||
depth_slice: None,
|
||
resolve_target: None,
|
||
ops: wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||
view: &self.depth_view,
|
||
depth_ops: Some(wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
}),
|
||
stencil_ops: None,
|
||
}),
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
|
||
pass.set_pipeline(&self.wire_pipeline);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
for wire in &self.gpu_wires {
|
||
if wire.vertex_count >= 6 {
|
||
pass.set_vertex_buffer(0, wire.vertex_buffer.slice(..));
|
||
pass.draw(0..wire.vertex_count, 0..1);
|
||
}
|
||
}
|
||
}
|
||
|
||
// ── Pass 6: wipeout fills (drawn after wires to mask them) ────────
|
||
if !self.gpu_wipeouts.is_empty() {
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("wipeout.render_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: msaa,
|
||
depth_slice: None,
|
||
resolve_target: None,
|
||
ops: wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||
view: &self.depth_view,
|
||
depth_ops: Some(wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
}),
|
||
stencil_ops: None,
|
||
}),
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
|
||
pass.set_pipeline(&self.hatch_pipeline);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
for wipeout in &self.gpu_wipeouts {
|
||
pass.set_bind_group(1, &wipeout.bind_group, &[]);
|
||
pass.set_vertex_buffer(0, wipeout.vertex_buffer.slice(..));
|
||
pass.draw(0..6, 0..1);
|
||
}
|
||
}
|
||
|
||
// ── Pass 7: selected wire X-ray ghost pass ────────────────────────
|
||
// Draws ghost copies of selected wires only where they are occluded
|
||
// (depth_compare=Greater). Visible parts are already drawn at full
|
||
// brightness by the wire pass; this only reveals hidden portions.
|
||
if !self.gpu_selected_wires.is_empty() {
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("wire_xray.render_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: msaa,
|
||
depth_slice: None,
|
||
resolve_target: None,
|
||
ops: wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||
view: &self.depth_view,
|
||
depth_ops: Some(wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
}),
|
||
stencil_ops: None,
|
||
}),
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
|
||
pass.set_pipeline(&self.wire_xray_pipeline);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
for wire in &self.gpu_selected_wires {
|
||
if wire.vertex_count >= 6 {
|
||
pass.set_vertex_buffer(0, wire.vertex_buffer.slice(..));
|
||
pass.draw(0..wire.vertex_count, 0..1);
|
||
}
|
||
}
|
||
}
|
||
|
||
// ── Resolve MSAA → clip-sized resolve texture ─────────────────────
|
||
// Both msaa_view and resolve_view are sized to clip_bounds, so the
|
||
// resolve does NOT touch any pixels outside the shader widget's area.
|
||
{
|
||
let _resolve = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("msaa.resolve_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: msaa,
|
||
depth_slice: None,
|
||
resolve_target: Some(&self.resolve_view),
|
||
ops: wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Discard,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: None,
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
// No draw calls — the pass itself triggers the MSAA resolve.
|
||
}
|
||
|
||
// ── Blit resolve texture → surface target at clip_bounds position ──
|
||
// The viewport maps the full-screen NDC quad to exactly clip_bounds
|
||
// in the surface, leaving all other widgets untouched.
|
||
{
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("blit.render_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: target,
|
||
depth_slice: None,
|
||
resolve_target: None,
|
||
ops: wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: None,
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
pass.set_viewport(
|
||
vp.x as f32,
|
||
vp.y as f32,
|
||
vp.width as f32,
|
||
vp.height as f32,
|
||
0.0,
|
||
1.0,
|
||
);
|
||
pass.set_pipeline(&self.blit_pipeline);
|
||
pass.set_bind_group(0, &self.blit_bind_group, &[]);
|
||
pass.draw(0..6, 0..1);
|
||
}
|
||
}
|
||
|
||
pub fn ensure_depth_texture(&mut self, device: &wgpu::Device, size: Size<u32>) {
|
||
if self.depth_texture_size != size {
|
||
let depth_tex = create_depth_texture(device, size);
|
||
self.depth_view = depth_tex.create_view(&wgpu::TextureViewDescriptor::default());
|
||
let msaa_tex = create_msaa_texture(device, size, self.surface_format);
|
||
self.msaa_view = msaa_tex.create_view(&wgpu::TextureViewDescriptor::default());
|
||
let resolve_tex = create_resolve_texture(device, size, self.surface_format);
|
||
let resolve_view = resolve_tex.create_view(&wgpu::TextureViewDescriptor::default());
|
||
self.blit_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||
label: Some("blit.bind_group"),
|
||
layout: &self.blit_bind_group_layout,
|
||
entries: &[
|
||
wgpu::BindGroupEntry {
|
||
binding: 0,
|
||
resource: wgpu::BindingResource::TextureView(&resolve_view),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 1,
|
||
resource: wgpu::BindingResource::Sampler(&self.blit_sampler),
|
||
},
|
||
],
|
||
});
|
||
self.resolve_view = resolve_view;
|
||
self.depth_texture_size = size;
|
||
}
|
||
}
|
||
}
|
||
|
||
fn create_depth_texture(device: &wgpu::Device, size: Size<u32>) -> wgpu::Texture {
|
||
device.create_texture(&wgpu::TextureDescriptor {
|
||
label: Some("viewer.depth_texture"),
|
||
size: wgpu::Extent3d {
|
||
width: size.width.max(1),
|
||
height: size.height.max(1),
|
||
depth_or_array_layers: 1,
|
||
},
|
||
mip_level_count: 1,
|
||
sample_count: MSAA_SAMPLES,
|
||
dimension: wgpu::TextureDimension::D2,
|
||
format: wgpu::TextureFormat::Depth32Float,
|
||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||
view_formats: &[],
|
||
})
|
||
}
|
||
|
||
fn create_resolve_texture(
|
||
device: &wgpu::Device,
|
||
size: Size<u32>,
|
||
format: wgpu::TextureFormat,
|
||
) -> wgpu::Texture {
|
||
device.create_texture(&wgpu::TextureDescriptor {
|
||
label: Some("viewer.resolve_texture"),
|
||
size: wgpu::Extent3d {
|
||
width: size.width.max(1),
|
||
height: size.height.max(1),
|
||
depth_or_array_layers: 1,
|
||
},
|
||
mip_level_count: 1,
|
||
sample_count: 1,
|
||
dimension: wgpu::TextureDimension::D2,
|
||
format,
|
||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
|
||
view_formats: &[],
|
||
})
|
||
}
|
||
|
||
fn create_msaa_texture(
|
||
device: &wgpu::Device,
|
||
size: Size<u32>,
|
||
format: wgpu::TextureFormat,
|
||
) -> wgpu::Texture {
|
||
device.create_texture(&wgpu::TextureDescriptor {
|
||
label: Some("viewer.msaa_texture"),
|
||
size: wgpu::Extent3d {
|
||
width: size.width.max(1),
|
||
height: size.height.max(1),
|
||
depth_or_array_layers: 1,
|
||
},
|
||
mip_level_count: 1,
|
||
sample_count: MSAA_SAMPLES,
|
||
dimension: wgpu::TextureDimension::D2,
|
||
format,
|
||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||
view_formats: &[],
|
||
})
|
||
}
|
||
|
||
impl iced::widget::shader::Pipeline for Pipeline {
|
||
fn new(device: &wgpu::Device, queue: &wgpu::Queue, format: wgpu::TextureFormat) -> Self {
|
||
Self::new(device, queue, format)
|
||
}
|
||
}
|