[wgpu 0.7] Update triangle/msaa.rs
Notes: - not sure if `filtering sampler` should be used, so for now it is not used .
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@ -32,7 +32,10 @@ impl Blit {
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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::Sampler { comparison: false },
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ty: wgpu::BindingType::Sampler {
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comparison: false,
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filtering: true,
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},
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count: None,
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}],
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});
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@ -53,9 +56,11 @@ impl Blit {
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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: true,
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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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@ -69,11 +74,11 @@ impl Blit {
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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/blit.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/blit.frag.spv"
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));
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@ -81,42 +86,42 @@ impl Blit {
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("iced_wgpu::triangle::msaa 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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buffers: &[],
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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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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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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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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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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},
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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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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Blit {
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@ -172,6 +177,7 @@ impl Blit {
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) {
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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::triangle::msaa Render Pass"),
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color_attachments: &[
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wgpu::RenderPassColorAttachmentDescriptor {
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attachment: target,
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@ -227,7 +233,7 @@ impl Targets {
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sample_count,
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dimension: wgpu::TextureDimension::D2,
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format,
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
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});
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let resolve = device.create_texture(&wgpu::TextureDescriptor {
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@ -237,7 +243,7 @@ impl Targets {
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format,
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT
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| wgpu::TextureUsage::SAMPLED,
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});
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