mirror of https://github.com/sotrh/learn-wgpu
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210 lines
7.1 KiB
Rust
210 lines
7.1 KiB
Rust
use std::num::NonZeroU32;
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async fn run() {
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::all(),
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..Default::default()
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});
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: None,
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force_fallback_adapter: false,
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})
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.await
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.unwrap();
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let (device, queue) = adapter
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.request_device(&Default::default(), None)
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.await
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.unwrap();
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let texture_size = 256u32;
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let texture_desc = wgpu::TextureDescriptor {
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size: wgpu::Extent3d {
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width: texture_size,
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height: texture_size,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::RENDER_ATTACHMENT,
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label: None,
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view_formats: &[],
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};
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let texture = device.create_texture(&texture_desc);
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let texture_view = texture.create_view(&Default::default());
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// we need to store this for later
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let u32_size = std::mem::size_of::<u32>() as u32;
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let output_buffer_size = (u32_size * texture_size * texture_size) as wgpu::BufferAddress;
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let output_buffer_desc = wgpu::BufferDescriptor {
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size: output_buffer_size,
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usage: wgpu::BufferUsages::COPY_DST
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// this tells wpgu that we want to read this buffer from the cpu
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| wgpu::BufferUsages::MAP_READ,
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label: None,
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mapped_at_creation: false,
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};
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let output_buffer = device.create_buffer(&output_buffer_desc);
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let vs_src = include_str!("shader.vert");
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let fs_src = include_str!("shader.frag");
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let compiler = shaderc::Compiler::new().unwrap();
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let vs_spirv = compiler
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.compile_into_spirv(
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vs_src,
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shaderc::ShaderKind::Vertex,
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"shader.vert",
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"main",
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None,
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)
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.unwrap();
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let fs_spirv = compiler
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.compile_into_spirv(
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fs_src,
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shaderc::ShaderKind::Fragment,
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"shader.frag",
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"main",
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None,
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)
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.unwrap();
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let vs_data = wgpu::util::make_spirv(vs_spirv.as_binary_u8());
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let fs_data = wgpu::util::make_spirv(fs_spirv.as_binary_u8());
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let vs_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Vertex Shader"),
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source: vs_data,
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});
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let fs_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Fragment Shader"),
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source: fs_data,
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});
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let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &vs_module,
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entry_point: "main",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &fs_module,
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entry_point: "main",
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targets: &[Some(wgpu::ColorTargetState {
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format: texture_desc.format,
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blend: Some(wgpu::BlendState {
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alpha: wgpu::BlendComponent::REPLACE,
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color: 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::NON_FILL_POLYGON_MODE
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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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let mut encoder =
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device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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{
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let render_pass_desc = wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &texture_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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a: 1.0,
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}),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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};
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let mut render_pass = encoder.begin_render_pass(&render_pass_desc);
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render_pass.set_pipeline(&render_pipeline);
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render_pass.draw(0..3, 0..1);
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}
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encoder.copy_texture_to_buffer(
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wgpu::ImageCopyTexture {
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aspect: wgpu::TextureAspect::All,
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texture: &texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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},
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wgpu::ImageCopyBuffer {
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buffer: &output_buffer,
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layout: wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(u32_size * texture_size),
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rows_per_image: Some(texture_size),
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},
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},
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texture_desc.size,
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);
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queue.submit(Some(encoder.finish()));
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// We need to scope the mapping variables so that we can
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// unmap the buffer
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{
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let buffer_slice = output_buffer.slice(..);
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// NOTE: We have to create the mapping THEN device.poll() before await
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// the future. Otherwise the application will freeze.
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let (tx, rx) = futures_intrusive::channel::shared::oneshot_channel();
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buffer_slice.map_async(wgpu::MapMode::Read, move |result| {
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tx.send(result).unwrap();
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});
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device.poll(wgpu::Maintain::Wait);
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rx.receive().await.unwrap().unwrap();
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let data = buffer_slice.get_mapped_range();
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use image::{ImageBuffer, Rgba};
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let buffer =
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ImageBuffer::<Rgba<u8>, _>::from_raw(texture_size, texture_size, data).unwrap();
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buffer.save("image.png").unwrap();
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}
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output_buffer.unmap();
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}
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fn main() {
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pollster::block_on(run());
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}
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