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261 lines
9.0 KiB
Rust
261 lines
9.0 KiB
Rust
//! Features
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//! - [ ] Support fullscreen drawing
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//! - [ ] Data struct for basic uniforms (time, mousePos, etc.)
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//! - [ ] Lambda support for other bind groups
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//! - [ ] Drawing to texture (maybe have the render pass decide this?)
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//! - [ ] Saving to file
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use std::time::Instant;
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use thiserror::Error;
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use wgpu::util::{BufferInitDescriptor, DeviceExt};
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct SimulationData {
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clear_color: [f32; 4],
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canvas_size: [f32; 2],
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mouse_pos: [f32; 2],
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time: f32,
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delta_time: f32,
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}
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#[derive(Error, Debug)]
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pub enum ShaderBuildError {
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#[error("Please supply a valid vertex shader")]
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InvalidVertexShader,
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#[error("Please supply a valid fragment shader")]
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InvalidFragmentShader,
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#[error("Please supply a valid display format")]
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InvalidDisplayFormat,
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}
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pub struct ShaderCanvas {
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pipeline: wgpu::RenderPipeline,
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start_time: Option<Instant>,
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last_time: Option<Instant>,
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simulation_data: SimulationData,
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simulation_data_buffer: wgpu::Buffer,
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simulation_bind_group: wgpu::BindGroup,
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}
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impl ShaderCanvas {
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pub fn input(&mut self, mouse_x: f32, mouse_y: f32) {
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self.simulation_data.mouse_pos[0] = mouse_x;
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self.simulation_data.mouse_pos[1] = mouse_y;
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}
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pub fn delta_input(&mut self, dx: f32, dy: f32) {
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self.simulation_data.mouse_pos[0] += dx;
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self.simulation_data.mouse_pos[1] += dy;
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}
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pub fn render(
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&mut self,
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queue: &wgpu::Queue,
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encoder: &mut wgpu::CommandEncoder,
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frame: &wgpu::TextureView,
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width: f32,
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height: f32,
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) {
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let current_time = Instant::now();
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let start_time = match self.start_time {
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Some(t) => t,
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None => {
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let t = current_time;
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self.start_time = Some(t);
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t
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}
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};
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let last_time = self.last_time.unwrap_or(current_time);
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self.last_time = Some(current_time);
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self.simulation_data.time = (current_time - start_time).as_secs_f32();
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self.simulation_data.delta_time = (current_time - last_time).as_secs_f32();
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self.simulation_data.canvas_size[0] = width;
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self.simulation_data.canvas_size[1] = height;
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queue.write_buffer(
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&self.simulation_data_buffer,
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0,
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bytemuck::cast_slice(&[self.simulation_data]),
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);
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Shader Canvas Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: frame,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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pass.set_bind_group(0, &self.simulation_bind_group, &[]);
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pass.set_pipeline(&self.pipeline);
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pass.draw(0..6, 0..1);
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}
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}
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pub struct ShaderCanvasBuilder<'a> {
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canvas_size: [f32; 2],
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clear_color: [f32; 4],
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label: Option<&'a str>,
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display_format: Option<wgpu::TextureFormat>,
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frag_code: Option<wgpu::ShaderModuleDescriptor<'a>>,
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vert_code: Option<wgpu::ShaderModuleDescriptor<'a>>,
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}
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impl<'a> ShaderCanvasBuilder<'a> {
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pub fn new() -> Self {
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Self {
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canvas_size: [256.0; 2],
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clear_color: [0.0, 0.0, 0.0, 1.0],
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label: None,
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display_format: None,
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frag_code: Some(wgpu::include_wgsl!("shader_canvas.frag.wgsl")),
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vert_code: Some(wgpu::include_wgsl!("shader_canvas.vert.wgsl")),
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}
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}
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pub fn canvas_size(&mut self, width: f32, height: f32) -> &mut Self {
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self.canvas_size = [width, height];
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self
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}
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pub fn display_format(&mut self, format: wgpu::TextureFormat) -> &mut Self {
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self.display_format = Some(format);
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self
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}
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pub fn use_swap_chain_desc(&mut self, config: &wgpu::SurfaceConfiguration) -> &mut Self {
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self.display_format(config.format);
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self.canvas_size(config.width as f32, config.height as f32)
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}
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pub fn fragment_shader(&mut self, code: wgpu::ShaderModuleDescriptor<'a>) -> &mut Self {
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self.frag_code = Some(code);
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self
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}
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pub fn vertex_shader(&mut self, code: wgpu::ShaderModuleDescriptor<'a>) -> &mut Self {
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self.vert_code = Some(code);
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self
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}
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pub fn build(&mut self, device: &wgpu::Device) -> Result<ShaderCanvas, ShaderBuildError> {
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let display_format = self
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.display_format
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.ok_or(ShaderBuildError::InvalidDisplayFormat)?;
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let frag_code = self
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.frag_code
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.take()
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.ok_or(ShaderBuildError::InvalidFragmentShader)?;
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let vert_code = self
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.vert_code
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.take()
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.ok_or(ShaderBuildError::InvalidVertexShader)?;
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let simulation_data = SimulationData {
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time: 0.0,
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delta_time: 0.0,
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mouse_pos: [0.0; 2],
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canvas_size: self.canvas_size,
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clear_color: self.clear_color,
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};
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let simulation_data_buffer = device.create_buffer_init(&BufferInitDescriptor {
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label: self.label,
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contents: bytemuck::cast_slice(&[simulation_data]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let simulation_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: self.label,
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entries: &[
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// SimulationData
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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count: None,
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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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},
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],
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});
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let simulation_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &simulation_bind_group_layout,
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label: self.label,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: simulation_data_buffer.as_entire_binding(),
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}],
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});
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let vert_module = device.create_shader_module(vert_code);
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let frag_module = device.create_shader_module(frag_code);
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: self.label,
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bind_group_layouts: &[&simulation_bind_group_layout],
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push_constant_ranges: &[],
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: self.label,
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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entry_point: "main",
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module: &vert_module,
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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entry_point: "main",
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module: &frag_module,
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targets: &[Some(wgpu::ColorTargetState {
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format: display_format,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent::REPLACE,
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alpha: wgpu::BlendComponent::REPLACE,
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}),
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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::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::POLYGON_MODE_LINE
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// or Features::POLYGON_MODE_POINT
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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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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// If the pipeline will be used with a multiview render pass, this
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// indicates how many array layers the attachments will have.
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multiview: None,
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});
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Ok(ShaderCanvas {
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pipeline,
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start_time: None,
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last_time: None,
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simulation_data,
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simulation_data_buffer,
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simulation_bind_group,
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})
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}
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}
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