Added my crappy wgpu wrapper
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@ -6,4 +6,8 @@ edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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bytemuck = { version = "1.14.0", features = ["derive"] }
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csg = { path = "../csg" }
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log = "0.4.20"
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wgpu = "0.17.0"
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winit = "0.28.6"
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@ -0,0 +1,13 @@
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mod bind_group;
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mod buffer;
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mod context;
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mod renderer;
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mod texture;
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pub use self::{
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bind_group::{BindGroupBuilder, BindGroupLayoutBuilder},
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buffer::BulkBufferBuilder,
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context::Context,
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renderer::Renderer,
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texture::{Texture, TextureBuilder},
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};
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@ -0,0 +1,135 @@
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use std::num::NonZeroU32;
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use super::Context;
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#[derive(Debug, Default)]
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pub struct BindGroupLayoutBuilder<'a> {
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next_binding: u32,
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entries: Vec<wgpu::BindGroupLayoutEntry>,
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label: Option<&'a str>,
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}
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impl<'a> BindGroupLayoutBuilder<'a> {
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pub fn new() -> Self {
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Self::default()
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}
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#[inline]
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pub fn with_label(mut self, label: &'a str) -> Self {
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self.label = Some(label);
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self
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}
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#[inline]
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pub fn with_entry(
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mut self,
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visibility: wgpu::ShaderStages,
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ty: wgpu::BindingType,
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count: Option<NonZeroU32>,
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) -> Self {
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self.entries.push(wgpu::BindGroupLayoutEntry {
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binding: self.next_binding,
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visibility,
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ty,
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count,
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});
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self.next_binding += 1;
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self
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}
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#[inline]
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pub fn with_uniform_entry(self, visibility: wgpu::ShaderStages) -> Self {
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self.with_entry(
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visibility,
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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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None,
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)
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}
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#[inline]
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pub fn with_rw_storage_entry(self, visibility: wgpu::ShaderStages) -> Self {
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self.with_entry(
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visibility,
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wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Storage { read_only: false },
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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None,
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)
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}
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#[inline]
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pub fn with_ro_storage_entry(self, visibility: wgpu::ShaderStages) -> Self {
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self.with_entry(
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visibility,
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wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Storage { read_only: true },
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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None,
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)
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}
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#[inline]
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pub fn build(self, context: &Context) -> wgpu::BindGroupLayout {
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context
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.device
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.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: self.label,
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entries: &self.entries,
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})
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}
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}
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#[derive(Debug, Default)]
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pub struct BindGroupBuilder<'a> {
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next_binding: u32,
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label: Option<&'a str>,
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entries: Vec<wgpu::BindGroupEntry<'a>>,
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layout: Option<&'a wgpu::BindGroupLayout>,
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}
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impl<'a> BindGroupBuilder<'a> {
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pub fn new() -> Self {
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Self::default()
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}
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#[inline]
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pub fn with_label(mut self, label: &'a str) -> Self {
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self.label = Some(label);
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self
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}
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#[inline]
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pub fn with_entry(mut self, resource: wgpu::BindingResource<'a>) -> Self {
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self.entries.push(wgpu::BindGroupEntry {
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binding: self.next_binding,
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resource,
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});
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self.next_binding += 1;
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self
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}
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#[inline]
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pub fn with_layout(mut self, layout: &'a wgpu::BindGroupLayout) -> Self {
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self.layout = Some(layout);
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self
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}
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#[inline]
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pub fn build(self, context: &Context) -> wgpu::BindGroup {
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context
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.device
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.create_bind_group(&wgpu::BindGroupDescriptor {
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label: self.label,
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layout: self.layout.unwrap(),
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entries: self.entries.as_slice(),
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})
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}
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}
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@ -0,0 +1,73 @@
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use bytemuck::NoUninit;
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use wgpu::util::DeviceExt;
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use super::Context;
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#[derive(Debug)]
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pub struct BulkBufferBuilder<'a> {
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order: Vec<(bool, usize)>,
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init_descriptors: Vec<wgpu::util::BufferInitDescriptor<'a>>,
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descriptors: Vec<wgpu::BufferDescriptor<'a>>,
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current_usage: wgpu::BufferUsages,
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}
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impl<'a> BulkBufferBuilder<'a> {
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pub fn new() -> Self {
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Self {
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order: vec![],
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init_descriptors: vec![],
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descriptors: vec![],
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current_usage: wgpu::BufferUsages::UNIFORM,
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}
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}
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pub fn set_usage(mut self, usage: wgpu::BufferUsages) -> Self {
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self.current_usage = usage;
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self
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}
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pub fn with_buffer(mut self, label: &'a str, size: u64, mapped: bool) -> Self {
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let descriptor = wgpu::BufferDescriptor {
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label: Some(label),
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size,
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usage: self.current_usage,
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mapped_at_creation: mapped,
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};
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self.order.push((false, self.descriptors.len()));
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self.descriptors.push(descriptor);
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self
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}
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pub fn with_init_buffer(mut self, label: &'a str, contents: &'a [u8]) -> Self {
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let descriptor = wgpu::util::BufferInitDescriptor {
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label: Some(label),
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contents,
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usage: self.current_usage,
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};
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self.order.push((true, self.init_descriptors.len()));
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self.init_descriptors.push(descriptor);
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self
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}
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pub fn with_init_buffer_bm<A: NoUninit>(self, label: &'a str, contents: &'a [A]) -> Self {
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self.with_init_buffer(label, bytemuck::cast_slice(contents))
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}
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pub fn build(self, context: &Context) -> Vec<wgpu::Buffer> {
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let device = &context.device;
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let mut buffers = vec![];
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for (init, index) in self.order {
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let buffer = if init {
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device.create_buffer_init(&(self.init_descriptors[index]))
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} else {
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device.create_buffer(&(self.descriptors[index]))
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};
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buffers.push(buffer);
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}
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buffers
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}
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}
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@ -0,0 +1,69 @@
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use winit::{dpi::PhysicalSize, window::Window};
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pub struct Context {
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pub instance: wgpu::Instance,
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pub size: PhysicalSize<u32>,
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pub surface: wgpu::Surface,
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pub surface_config: wgpu::SurfaceConfiguration,
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pub adapter: wgpu::Adapter,
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pub device: wgpu::Device,
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pub queue: wgpu::Queue,
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}
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impl Context {
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pub async fn new(window: &Window, limits: wgpu::Limits) -> Self {
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log::info!("Initialising WGPU context...");
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::VULKAN,
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dx12_shader_compiler: Default::default(),
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});
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// To be able to start drawing we need a few things:
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// - A surface
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// - A GPU device to draw to the surface
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// - A draw command queue
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log::info!("Initialising window surface...");
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let surface = unsafe { instance.create_surface(&window) }.unwrap();
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log::info!("Requesting GPU adapter...");
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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force_fallback_adapter: false,
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compatible_surface: Some(&surface),
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})
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.await
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.unwrap();
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log::info!("Checking GPU adapter meets requirements");
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log::info!("Requesting GPU device...");
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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features: wgpu::Features::empty(),
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limits,
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},
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None,
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)
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.await
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.unwrap();
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log::info!("Configuring window surface...");
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let size = window.inner_size();
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let surface_config = surface
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.get_default_config(&adapter, size.width, size.height)
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.unwrap();
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surface.configure(&device, &surface_config);
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Self {
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instance,
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size,
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surface,
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surface_config,
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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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}
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@ -0,0 +1,6 @@
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use std::time::Duration;
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pub trait Renderer {
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fn update(&mut self, dt: &Duration, context: &super::Context);
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fn render(&self, context: &super::Context);
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}
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@ -0,0 +1,198 @@
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// TODO: Support mip-mapping and multi-sampling
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use super::{BindGroupBuilder, BindGroupLayoutBuilder, Context};
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#[derive(Debug, Clone)]
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pub struct TextureAttributes {
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pub size: wgpu::Extent3d,
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pub dimension: wgpu::TextureDimension,
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pub format: wgpu::TextureFormat,
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pub usage: wgpu::TextureUsages,
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pub address_mode_u: wgpu::AddressMode,
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pub address_mode_v: wgpu::AddressMode,
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pub address_mode_w: wgpu::AddressMode,
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pub mag_filter: wgpu::FilterMode,
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pub min_filter: wgpu::FilterMode,
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pub mipmap_filter: wgpu::FilterMode,
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pub shader_visibility: wgpu::ShaderStages,
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}
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impl Default for TextureAttributes {
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fn default() -> Self {
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Self {
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size: Default::default(),
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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::COPY_DST,
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address_mode_u: wgpu::AddressMode::default(),
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address_mode_v: wgpu::AddressMode::default(),
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address_mode_w: wgpu::AddressMode::default(),
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mag_filter: wgpu::FilterMode::default(),
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min_filter: wgpu::FilterMode::default(),
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mipmap_filter: wgpu::FilterMode::default(),
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shader_visibility: wgpu::ShaderStages::FRAGMENT,
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}
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}
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}
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#[derive(Debug)]
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pub struct TextureBuilder {
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pub attributes: TextureAttributes,
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}
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impl TextureBuilder {
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pub fn new() -> Self {
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Self {
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attributes: Default::default(),
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}
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}
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#[inline]
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pub fn with_size(mut self, width: u32, height: u32, depth: u32) -> Self {
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self.attributes.size = wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: depth,
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};
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self
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}
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#[inline]
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pub fn with_dimension(mut self, dimension: wgpu::TextureDimension) -> Self {
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self.attributes.dimension = dimension;
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self
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}
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#[inline]
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pub fn with_format(mut self, format: wgpu::TextureFormat) -> Self {
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self.attributes.format = format;
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self
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}
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#[inline]
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pub fn with_usage(mut self, usage: wgpu::TextureUsages) -> Self {
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self.attributes.usage = usage;
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self
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}
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#[inline]
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pub fn with_address_mode(mut self, address_mode: wgpu::AddressMode) -> Self {
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self.attributes.address_mode_u = address_mode;
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self.attributes.address_mode_v = address_mode;
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self.attributes.address_mode_w = address_mode;
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self
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}
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#[inline]
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pub fn with_filter_mode(mut self, filter_mode: wgpu::FilterMode) -> Self {
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self.attributes.mag_filter = filter_mode;
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self.attributes.min_filter = filter_mode;
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self.attributes.mipmap_filter = filter_mode;
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self
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}
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#[inline]
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pub fn with_shader_visibility(mut self, visibility: wgpu::ShaderStages) -> Self {
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self.attributes.shader_visibility = visibility;
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self
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}
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#[inline]
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pub fn build(self, context: &Context) -> Texture {
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Texture::new(context, self.attributes)
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}
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}
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#[derive(Debug)]
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pub struct Texture {
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pub attributes: TextureAttributes,
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pub texture: wgpu::Texture,
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pub view: wgpu::TextureView,
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pub sampler: wgpu::Sampler,
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pub bind_group_layout: wgpu::BindGroupLayout,
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pub bind_group: wgpu::BindGroup,
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}
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impl Texture {
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pub fn new(context: &Context, attributes: TextureAttributes) -> Self {
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let texture = context.device.create_texture(&wgpu::TextureDescriptor {
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label: None,
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size: attributes.size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: attributes.dimension,
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format: attributes.format,
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usage: attributes.usage,
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view_formats: &[],
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});
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let sampler = context.device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: attributes.address_mode_u,
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address_mode_v: attributes.address_mode_v,
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address_mode_w: attributes.address_mode_w,
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mag_filter: attributes.mag_filter,
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min_filter: attributes.min_filter,
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mipmap_filter: attributes.mipmap_filter,
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..Default::default()
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});
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let view_dimension = match attributes.dimension {
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wgpu::TextureDimension::D1 => wgpu::TextureViewDimension::D1,
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wgpu::TextureDimension::D2 => wgpu::TextureViewDimension::D2,
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wgpu::TextureDimension::D3 => wgpu::TextureViewDimension::D3,
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};
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let bind_group_layout = BindGroupLayoutBuilder::new()
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.with_entry(
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attributes.shader_visibility,
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wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension,
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multisampled: false,
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},
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None,
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)
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.with_entry(
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attributes.shader_visibility,
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wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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None,
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)
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.build(context);
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let bind_group = BindGroupBuilder::new()
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.with_layout(&bind_group_layout)
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.with_entry(wgpu::BindingResource::TextureView(&view))
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.with_entry(wgpu::BindingResource::Sampler(&sampler))
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.build(context);
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Self {
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attributes,
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texture,
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view,
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sampler,
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bind_group_layout,
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bind_group,
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}
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}
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pub fn update(&self, context: &Context, data: &[u8]) {
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log::info!("Updating texture contents...");
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let copy_texture = wgpu::ImageCopyTexture {
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texture: &self.texture,
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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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let size = self.attributes.size;
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let image_layout = wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(4 * size.width),
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rows_per_image: Some(size.height),
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};
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context
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.queue
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.write_texture(copy_texture, data, image_layout, size);
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}
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}
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@ -1,3 +1,7 @@
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mod gfx;
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use std::time::Instant;
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use csg::{
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brush::{Brush, BrushPlane},
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glam::{self, Mat3, Vec3},
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