Replaced offscreen_blit.wgsl with existing blit.wgsl.
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af099fa6d7
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2 changed files with 60 additions and 130 deletions
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@ -1,16 +1,12 @@
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use crate::graphics::color;
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use std::borrow::Cow;
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use wgpu::util::DeviceExt;
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use wgpu::vertex_attr_array;
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/// A simple compute pipeline to convert any texture to Rgba8UnormSrgb.
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#[derive(Debug)]
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pub struct Pipeline {
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pipeline: wgpu::RenderPipeline,
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vertices: wgpu::Buffer,
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indices: wgpu::Buffer,
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sampler: wgpu::Sampler,
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layout: wgpu::BindGroupLayout,
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sampler_bind_group: wgpu::BindGroup,
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texture_layout: wgpu::BindGroupLayout,
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}
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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@ -22,88 +18,67 @@ struct Vertex {
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impl Pipeline {
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pub fn new(device: &wgpu::Device) -> Self {
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let shader =
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("iced_wgpu.offscreen.blit.shader"),
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!(
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"shader/offscreen_blit.wgsl"
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))),
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});
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let vertices =
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("iced_wgpu.offscreen.vertex_buffer"),
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contents: bytemuck::cast_slice(&[
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//bottom left
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Vertex {
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ndc: [-1.0, -1.0],
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uv: [0.0, 1.0],
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},
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//bottom right
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Vertex {
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ndc: [1.0, -1.0],
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uv: [1.0, 1.0],
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},
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//top right
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Vertex {
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ndc: [1.0, 1.0],
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uv: [1.0, 0.0],
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},
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//top left
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Vertex {
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ndc: [-1.0, 1.0],
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uv: [0.0, 0.0],
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},
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]),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let indices =
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("iced_wgpu.offscreen.index_buffer"),
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contents: bytemuck::cast_slice(&[0u16, 1, 2, 2, 3, 0]),
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usage: wgpu::BufferUsages::INDEX,
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});
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("iced_wgpu.offscreen.sampler"),
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..Default::default()
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});
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let bind_group_layout =
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//sampler in 0
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let sampler_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("iced_wgpu.offscreen.blit.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::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float {
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filterable: false,
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},
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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label: Some("iced_wgpu.offscreen.blit.sampler_layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(
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wgpu::SamplerBindingType::NonFiltering,
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),
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count: None,
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}],
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});
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let sampler_bind_group =
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("iced_wgpu.offscreen.sampler.bind_group"),
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layout: &sampler_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Sampler(&sampler),
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}],
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});
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let texture_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("iced_wgpu.offscreen.blit.texture_layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float {
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filterable: false,
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},
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count: None,
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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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::Sampler(
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wgpu::SamplerBindingType::NonFiltering,
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),
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count: None,
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},
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],
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count: None,
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}],
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});
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let pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("iced_wgpu.offscreen.blit.pipeline_layout"),
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bind_group_layouts: &[&bind_group_layout],
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bind_group_layouts: &[&sampler_layout, &texture_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.offscreen.blit.shader"),
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!(
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"shader/blit.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.offscreen.blit.pipeline"),
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@ -111,14 +86,7 @@ impl Pipeline {
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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: &[wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &vertex_attr_array![
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0 => Float32x2, // quad ndc pos
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1 => Float32x2, // texture uv
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],
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}],
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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@ -156,10 +124,8 @@ impl Pipeline {
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Self {
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pipeline,
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vertices,
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indices,
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sampler,
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layout: bind_group_layout,
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sampler_bind_group,
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texture_layout,
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}
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}
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@ -189,20 +155,15 @@ impl Pipeline {
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let view =
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&texture.create_view(&wgpu::TextureViewDescriptor::default());
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let bind = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("iced_wgpu.offscreen.blit.bind_group"),
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layout: &self.layout,
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entries: &[
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wgpu::BindGroupEntry {
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let texture_bind_group =
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("iced_wgpu.offscreen.blit.texture_bind_group"),
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layout: &self.texture_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(frame),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&self.sampler),
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},
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],
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});
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}],
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});
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("iced_wgpu.offscreen.blit.render_pass"),
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@ -218,13 +179,9 @@ impl Pipeline {
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});
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pass.set_pipeline(&self.pipeline);
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pass.set_bind_group(0, &bind, &[]);
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pass.set_vertex_buffer(0, self.vertices.slice(..));
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pass.set_index_buffer(
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self.indices.slice(..),
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wgpu::IndexFormat::Uint16,
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);
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pass.draw_indexed(0..6u32, 0, 0..1);
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pass.set_bind_group(0, &self.sampler_bind_group, &[]);
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pass.set_bind_group(1, &texture_bind_group, &[]);
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pass.draw(0..6, 0..1);
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texture
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}
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@ -1,27 +0,0 @@
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@group(0) @binding(0) var frame_texture: texture_2d<f32>;
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@group(0) @binding(1) var frame_sampler: sampler;
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struct VertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(1) texel_coord: vec2<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_pos: vec4<f32>,
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@location(0) uv: vec2<f32>,
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}
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@vertex
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fn vs_main(input: VertexInput) -> VertexOutput {
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var output: VertexOutput;
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output.clip_pos = vec4<f32>(input.v_pos, 0.0, 1.0);
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output.uv = input.texel_coord;
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return output;
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}
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@fragment
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(frame_texture, frame_sampler, input.uv);
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}
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