[wgpu 0.7] Update image.rs
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e2595ac0aa
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@ -62,8 +62,9 @@ impl Pipeline {
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer {
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dynamic: false,
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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: wgpu::BufferSize::new(
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mem::size_of::<Uniforms>() as u64,
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),
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@ -73,7 +74,10 @@ impl Pipeline {
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler { comparison: false },
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ty: wgpu::BindingType::Sampler {
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comparison: false,
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filtering: false,
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},
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count: None,
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},
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],
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@ -93,9 +97,11 @@ impl Pipeline {
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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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uniforms_buffer.slice(..),
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),
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resource: wgpu::BindingResource::Buffer {
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buffer: &uniforms_buffer,
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offset: 0,
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size: None,
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},
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},
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wgpu::BindGroupEntry {
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binding: 1,
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@ -110,9 +116,11 @@ impl Pipeline {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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dimension: wgpu::TextureViewDimension::D2,
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component_type: wgpu::TextureComponentType::Float,
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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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},
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count: None,
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@ -126,11 +134,11 @@ impl Pipeline {
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bind_group_layouts: &[&constant_layout, &texture_layout],
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});
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let vs_module = device.create_shader_module(wgpu::include_spirv!(
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let vs_module = device.create_shader_module(&wgpu::include_spirv!(
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"shader/image.vert.spv"
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));
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let fs_module = device.create_shader_module(wgpu::include_spirv!(
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let fs_module = device.create_shader_module(&wgpu::include_spirv!(
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"shader/image.frag.spv"
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));
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@ -138,72 +146,44 @@ impl Pipeline {
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("iced_wgpu::image pipeline"),
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layout: Some(&layout),
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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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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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Cw,
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cull_mode: wgpu::CullMode::None,
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..Default::default()
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[wgpu::ColorStateDescriptor {
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format,
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color_blend: wgpu::BlendDescriptor {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha_blend: wgpu::BlendDescriptor {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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write_mask: wgpu::ColorWrite::ALL,
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}],
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depth_stencil_state: None,
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[
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wgpu::VertexBufferDescriptor {
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stride: mem::size_of::<Vertex>() as u64,
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buffers: &[
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Vertex>() as u64,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[wgpu::VertexAttributeDescriptor {
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attributes: &[wgpu::VertexAttribute {
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shader_location: 0,
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format: wgpu::VertexFormat::Float2,
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offset: 0,
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}],
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},
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wgpu::VertexBufferDescriptor {
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stride: mem::size_of::<Instance>() as u64,
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Instance>() as u64,
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step_mode: wgpu::InputStepMode::Instance,
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attributes: &[
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wgpu::VertexAttributeDescriptor {
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wgpu::VertexAttribute {
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shader_location: 1,
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format: wgpu::VertexFormat::Float2,
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offset: 0,
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},
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wgpu::VertexAttributeDescriptor {
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wgpu::VertexAttribute {
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shader_location: 2,
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format: wgpu::VertexFormat::Float2,
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offset: 4 * 2,
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},
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wgpu::VertexAttributeDescriptor {
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wgpu::VertexAttribute {
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shader_location: 3,
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format: wgpu::VertexFormat::Float2,
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offset: 4 * 4,
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},
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wgpu::VertexAttributeDescriptor {
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wgpu::VertexAttribute {
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shader_location: 4,
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format: wgpu::VertexFormat::Float2,
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offset: 4 * 6,
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},
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wgpu::VertexAttributeDescriptor {
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wgpu::VertexAttribute {
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shader_location: 5,
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format: wgpu::VertexFormat::Uint,
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offset: 4 * 8,
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@ -212,9 +192,36 @@ impl Pipeline {
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},
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],
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},
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sample_count: 1,
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sample_mask: !0,
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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: &[wgpu::ColorTargetState {
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format,
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color_blend: wgpu::BlendState {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha_blend: wgpu::BlendState {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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write_mask: wgpu::ColorWrite::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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front_face: wgpu::FrontFace::Cw,
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cull_mode: wgpu::CullMode::None,
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..Default::default()
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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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});
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let vertices =
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@ -415,6 +422,7 @@ impl Pipeline {
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let mut render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("iced_wgpu::image Render Pass"),
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color_attachments: &[
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wgpu::RenderPassColorAttachmentDescriptor {
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attachment: target,
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@ -431,7 +439,10 @@ impl Pipeline {
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, &self.constants, &[]);
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render_pass.set_bind_group(1, &self.texture, &[]);
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render_pass.set_index_buffer(self.indices.slice(..));
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render_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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render_pass.set_vertex_buffer(0, self.vertices.slice(..));
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render_pass.set_vertex_buffer(1, self.instances.slice(..));
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