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https://github.com/hannobraun/Fornjot
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Add Pipeline::new
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35bb494d33
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0e8dbb677a
@ -1,4 +1,104 @@
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use super::renderer::Vertex;
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pub struct Pipeline {
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pub pipeline: wgpu::RenderPipeline,
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pub bind_group: wgpu::BindGroup,
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}
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impl Pipeline {
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pub fn new(
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device: &wgpu::Device,
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config: &wgpu::SurfaceConfiguration,
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transform_buffer: &wgpu::Buffer,
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) -> Self {
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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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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count: None,
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}],
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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: None,
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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::include_wgsl!("shader.wgsl"));
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let pipeline =
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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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: Some("vertex"),
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compilation_options:
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wgpu::PipelineCompilationOptions::default(),
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: size_of::<Vertex>()
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as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &wgpu::vertex_attr_array![
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0 => Float32x3,
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1 => Float32x3,
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],
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}],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fragment"),
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compilation_options:
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wgpu::PipelineCompilationOptions::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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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: None,
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unclipped_depth: false,
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polygon_mode: wgpu::PolygonMode::Fill,
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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cache: None,
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: transform_buffer.as_entire_binding(),
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}],
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});
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Pipeline {
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pipeline,
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bind_group,
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}
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}
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}
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@ -56,101 +56,7 @@ impl Renderer {
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usage: wgpu::BufferUsages::UNIFORM,
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});
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let pipeline = {
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let bind_group_layout = device.create_bind_group_layout(
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&wgpu::BindGroupLayoutDescriptor {
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label: None,
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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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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count: None,
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}],
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},
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);
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let layout = device.create_pipeline_layout(
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&wgpu::PipelineLayoutDescriptor {
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label: None,
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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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);
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let shader =
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device.create_shader_module(wgpu::include_wgsl!("shader.wgsl"));
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let pipeline = device.create_render_pipeline(
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&wgpu::RenderPipelineDescriptor {
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label: None,
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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: Some("vertex"),
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compilation_options:
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wgpu::PipelineCompilationOptions::default(),
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: size_of::<Vertex>()
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as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &wgpu::vertex_attr_array![
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0 => Float32x3,
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1 => Float32x3,
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],
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}],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fragment"),
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compilation_options:
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wgpu::PipelineCompilationOptions::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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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: None,
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unclipped_depth: false,
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polygon_mode: wgpu::PolygonMode::Fill,
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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cache: None,
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},
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);
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let bind_group =
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: transform_buffer.as_entire_binding(),
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}],
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});
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Pipeline {
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pipeline,
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bind_group,
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}
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};
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let pipeline = Pipeline::new(&device, &config, &transform_buffer);
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let depth_view = {
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let depth_texture =
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