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Remove unnecessary .view_layouts (#13394)
# Objective - The volumetric fog PR originally needed to be modified to use `.view_layouts` but that was changed in another PR. The merge with main still kept those around. ## Solution - Remove them because they aren't necessary
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4 changed files with 3 additions and 11 deletions
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@ -115,7 +115,6 @@ impl SpecializedRenderPipeline for LineGizmoPipeline {
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let view_layout = self
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.mesh_pipeline
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.view_layouts
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.get_view_layout(key.view_key.into())
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.clone();
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@ -209,7 +208,6 @@ impl SpecializedRenderPipeline for LineJointGizmoPipeline {
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let view_layout = self
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.mesh_pipeline
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.view_layouts
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.get_view_layout(key.view_key.into())
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.clone();
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@ -320,10 +320,7 @@ impl SpecializedRenderPipeline for DeferredLightingLayout {
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RenderPipelineDescriptor {
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label: Some("deferred_lighting_pipeline".into()),
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layout: vec![
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self.mesh_pipeline
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.view_layouts
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.get_view_layout(key.into())
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.clone(),
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self.mesh_pipeline.get_view_layout(key.into()).clone(),
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self.bind_group_layout_1.clone(),
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],
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vertex: VertexState {
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@ -165,10 +165,7 @@ pub fn prepare_material_meshlet_meshes_main_opaque_pass<M: Material>(
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let pipeline_descriptor = RenderPipelineDescriptor {
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label: material_pipeline_descriptor.label,
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layout: vec![
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mesh_pipeline
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.view_layouts
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.get_view_layout(view_key.into())
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.clone(),
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mesh_pipeline.get_view_layout(view_key.into()).clone(),
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gpu_scene.material_draw_bind_group_layout(),
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material_pipeline.material_layout.clone(),
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],
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@ -1557,7 +1557,7 @@ impl SpecializedMeshPipeline for MeshPipeline {
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shader_defs.push("PBR_MULTI_LAYER_MATERIAL_TEXTURES_SUPPORTED".into());
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}
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let mut bind_group_layout = vec![self.view_layouts.get_view_layout(key.into()).clone()];
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let mut bind_group_layout = vec![self.get_view_layout(key.into()).clone()];
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if key.msaa_samples() > 1 {
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shader_defs.push("MULTISAMPLED".into());
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