Group all solid triangles independently of color
This commit is contained in:
parent
5b0dfcd0b0
commit
33c3c0c0aa
23 changed files with 1343 additions and 1084 deletions
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@ -1,268 +0,0 @@
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use crate::buffer::dynamic;
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use crate::settings;
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use crate::triangle;
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use encase::ShaderType;
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use glam::{IVec4, Vec4};
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use iced_graphics::gradient::Gradient;
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use iced_graphics::Transformation;
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pub struct Pipeline {
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pipeline: wgpu::RenderPipeline,
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pub(super) uniform_buffer: dynamic::Buffer<Uniforms>,
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pub(super) storage_buffer: dynamic::Buffer<Storage>,
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color_stop_offset: i32,
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//Need to store these and then write them all at once
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//or else they will be padded to 256 and cause gaps in the storage buffer
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color_stops_pending_write: Storage,
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bind_group_layout: wgpu::BindGroupLayout,
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bind_group: wgpu::BindGroup,
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}
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#[derive(Debug, ShaderType)]
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pub(super) struct Uniforms {
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transform: glam::Mat4,
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//xy = start, zw = end
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direction: Vec4,
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//x = start stop, y = end stop, zw = padding
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stop_range: IVec4,
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}
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#[derive(Debug, ShaderType)]
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pub(super) struct ColorStop {
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color: Vec4,
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offset: f32,
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}
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#[derive(ShaderType)]
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pub(super) struct Storage {
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#[size(runtime)]
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pub color_stops: Vec<ColorStop>,
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}
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impl Pipeline {
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/// Creates a new [GradientPipeline] using `gradient.wgsl` shader.
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pub(super) fn new(
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device: &wgpu::Device,
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format: wgpu::TextureFormat,
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antialiasing: Option<settings::Antialiasing>,
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) -> Self {
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let uniform_buffer = dynamic::Buffer::uniform(
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device,
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"iced_wgpu::triangle::gradient uniforms",
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);
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//Note: with a WASM target storage buffers are not supported. Will need to use UBOs & static
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// sized array (eg like the 32-sized array on OpenGL side right now) to make gradients work
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let storage_buffer = dynamic::Buffer::storage(
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device,
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"iced_wgpu::triangle::gradient storage",
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);
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("iced_wgpu::triangle::gradient bind group layout"),
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entries: &[
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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: true,
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min_binding_size: Some(Uniforms::min_size()),
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},
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count: None,
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},
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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::Buffer {
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ty: wgpu::BufferBindingType::Storage {
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read_only: true,
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},
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has_dynamic_offset: false,
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min_binding_size: Some(Storage::min_size()),
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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 bind_group = Pipeline::bind_group(
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device,
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uniform_buffer.raw(),
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storage_buffer.raw(),
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&bind_group_layout,
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);
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let layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("iced_wgpu::triangle::gradient pipeline layout"),
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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});
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let shader =
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some(
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"iced_wgpu::triangle::gradient create shader module",
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),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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include_str!("../shader/gradient.wgsl"),
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)),
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});
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let pipeline =
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("iced_wgpu::triangle::gradient pipeline"),
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layout: Some(&layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[triangle::vertex_buffer_layout()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[triangle::fragment_target(format)],
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}),
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primitive: triangle::primitive_state(),
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depth_stencil: None,
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multisample: triangle::multisample_state(antialiasing),
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multiview: None,
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});
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Self {
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pipeline,
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uniform_buffer,
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storage_buffer,
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color_stop_offset: 0,
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color_stops_pending_write: Storage {
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color_stops: vec![],
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},
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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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/// Pushes a new gradient uniform to the CPU buffer.
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pub fn push(&mut self, transform: Transformation, gradient: &Gradient) {
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match gradient {
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Gradient::Linear(linear) => {
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let start_offset = self.color_stop_offset;
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let end_offset =
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(linear.color_stops.len() as i32) + start_offset - 1;
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self.uniform_buffer.push(&Uniforms {
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transform: transform.into(),
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direction: Vec4::new(
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linear.start.x,
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linear.start.y,
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linear.end.x,
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linear.end.y,
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),
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stop_range: IVec4::new(start_offset, end_offset, 0, 0),
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});
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self.color_stop_offset = end_offset + 1;
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let stops: Vec<ColorStop> = linear
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.color_stops
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.iter()
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.map(|stop| {
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let [r, g, b, a] = stop.color.into_linear();
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ColorStop {
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offset: stop.offset,
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color: Vec4::new(r, g, b, a),
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}
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})
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.collect();
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self.color_stops_pending_write.color_stops.extend(stops);
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}
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}
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}
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fn bind_group(
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device: &wgpu::Device,
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uniform_buffer: &wgpu::Buffer,
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storage_buffer: &wgpu::Buffer,
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layout: &wgpu::BindGroupLayout,
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) -> wgpu::BindGroup {
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("iced_wgpu::triangle::gradient bind group"),
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layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(
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wgpu::BufferBinding {
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buffer: uniform_buffer,
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offset: 0,
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size: Some(Uniforms::min_size()),
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},
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),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: storage_buffer.as_entire_binding(),
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},
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],
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})
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}
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/// Writes the contents of the gradient CPU buffer to the GPU buffer, resizing the GPU buffer
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/// beforehand if necessary.
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pub fn write(
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&mut self,
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device: &wgpu::Device,
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staging_belt: &mut wgpu::util::StagingBelt,
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encoder: &mut wgpu::CommandEncoder,
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) {
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//first write the pending color stops to the CPU buffer
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self.storage_buffer.push(&self.color_stops_pending_write);
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//resize buffers if needed
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let uniforms_resized = self.uniform_buffer.resize(device);
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let storage_resized = self.storage_buffer.resize(device);
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if uniforms_resized || storage_resized {
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//recreate bind groups if any buffers were resized
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self.bind_group = Pipeline::bind_group(
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device,
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self.uniform_buffer.raw(),
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self.storage_buffer.raw(),
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&self.bind_group_layout,
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);
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}
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//write to GPU
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self.uniform_buffer.write(device, staging_belt, encoder);
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self.storage_buffer.write(device, staging_belt, encoder);
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//cleanup
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self.color_stop_offset = 0;
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self.color_stops_pending_write.color_stops.clear();
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}
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pub fn set_render_pass_pipeline<'a>(
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&'a self,
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render_pass: &mut wgpu::RenderPass<'a>,
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) {
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render_pass.set_pipeline(&self.pipeline);
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}
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/// Configures the current render pass to draw the gradient at its offset stored in the
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/// [DynamicBuffer] at [index].
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pub fn configure_render_pass<'a>(
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&'a self,
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render_pass: &mut wgpu::RenderPass<'a>,
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count: usize,
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) {
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render_pass.set_bind_group(
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0,
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&self.bind_group,
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&[self.uniform_buffer.offset_at_index(count)],
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)
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}
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}
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@ -1,170 +0,0 @@
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use crate::buffer::dynamic;
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use crate::triangle;
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use crate::{settings, Color};
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use encase::ShaderType;
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use glam::Vec4;
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use iced_graphics::Transformation;
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pub struct Pipeline {
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pipeline: wgpu::RenderPipeline,
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pub(super) buffer: dynamic::Buffer<Uniforms>,
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bind_group_layout: wgpu::BindGroupLayout,
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bind_group: wgpu::BindGroup,
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}
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#[derive(Debug, Clone, Copy, ShaderType)]
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pub(super) struct Uniforms {
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transform: glam::Mat4,
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color: Vec4,
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}
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impl Uniforms {
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pub fn new(transform: Transformation, color: Color) -> Self {
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let [r, g, b, a] = color.into_linear();
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Self {
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transform: transform.into(),
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color: Vec4::new(r, g, b, a),
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}
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}
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}
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impl Pipeline {
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/// Creates a new [SolidPipeline] using `solid.wgsl` shader.
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pub fn new(
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device: &wgpu::Device,
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format: wgpu::TextureFormat,
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antialiasing: Option<settings::Antialiasing>,
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) -> Self {
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let buffer = dynamic::Buffer::uniform(
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device,
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"iced_wgpu::triangle::solid uniforms",
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);
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("iced_wgpu::triangle::solid bind group layout"),
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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: true,
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min_binding_size: Some(Uniforms::min_size()),
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},
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count: None,
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}],
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});
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let bind_group =
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Pipeline::bind_group(device, buffer.raw(), &bind_group_layout);
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let layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("iced_wgpu::triangle::solid pipeline layout"),
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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});
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let shader =
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("iced_wgpu::triangle::solid create shader module"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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include_str!("../shader/solid.wgsl"),
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)),
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});
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let pipeline =
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("iced_wgpu::triangle::solid pipeline"),
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layout: Some(&layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[triangle::vertex_buffer_layout()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[triangle::fragment_target(format)],
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}),
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primitive: triangle::primitive_state(),
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depth_stencil: None,
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multisample: triangle::multisample_state(antialiasing),
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multiview: None,
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});
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Self {
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pipeline,
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buffer,
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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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fn bind_group(
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device: &wgpu::Device,
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buffer: &wgpu::Buffer,
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layout: &wgpu::BindGroupLayout,
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) -> wgpu::BindGroup {
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("iced_wgpu::triangle::solid bind group"),
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layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
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buffer,
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offset: 0,
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size: Some(Uniforms::min_size()),
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}),
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}],
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})
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}
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/// Pushes a new solid uniform to the CPU buffer.
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pub fn push(&mut self, transform: Transformation, color: &Color) {
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self.buffer.push(&Uniforms::new(transform, *color));
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}
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/// Writes the contents of the solid CPU buffer to the GPU buffer, resizing the GPU buffer
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/// beforehand if necessary.
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pub fn write(
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&mut self,
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device: &wgpu::Device,
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staging_belt: &mut wgpu::util::StagingBelt,
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encoder: &mut wgpu::CommandEncoder,
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) {
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let uniforms_resized = self.buffer.resize(device);
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if uniforms_resized {
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self.bind_group = Pipeline::bind_group(
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device,
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self.buffer.raw(),
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&self.bind_group_layout,
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)
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}
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self.buffer.write(device, staging_belt, encoder);
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}
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pub fn set_render_pass_pipeline<'a>(
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&'a self,
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render_pass: &mut wgpu::RenderPass<'a>,
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) {
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render_pass.set_pipeline(&self.pipeline);
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}
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/// Configures the current render pass to draw the solid at its offset stored in the
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/// [DynamicBuffer] at [index].
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pub fn configure_render_pass<'a>(
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&'a self,
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render_pass: &mut wgpu::RenderPass<'a>,
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count: usize,
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) {
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render_pass.set_bind_group(
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0,
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&self.bind_group,
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&[self.buffer.offset_at_index(count)],
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)
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}
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}
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