mirror of
https://github.com/bevyengine/bevy
synced 2024-12-23 03:23:20 +00:00
afaf4ad3da
Changes to get Bevy to compile with wgpu master. With this, on a Mac: * 2d examples look fine * ~~3d examples crash with an error specific to metal about a compilation error~~ * 3d examples work fine after enabling feature `wgpu/cross` Feature `wgpu/cross` seems to be needed only on some platforms, not sure how to know which. It was introduced in https://github.com/gfx-rs/wgpu-rs/pull/826
248 lines
7.7 KiB
Rust
248 lines
7.7 KiB
Rust
use super::{
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CameraNode, PassNode, RenderGraph, SharedBuffersNode, TextureCopyNode, WindowSwapChainNode,
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WindowTextureNode,
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};
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use crate::{
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pass::{
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LoadOp, Operations, PassDescriptor, RenderPassColorAttachment,
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RenderPassDepthStencilAttachment, TextureAttachment,
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},
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texture::{Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsage},
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Color,
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};
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use bevy_ecs::{reflect::ReflectComponent, world::World};
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use bevy_reflect::Reflect;
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use bevy_window::WindowId;
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/// A component that indicates that an entity should be drawn in the "main pass"
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#[derive(Clone, Debug, Default, Reflect)]
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#[reflect(Component)]
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pub struct MainPass;
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#[derive(Debug)]
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pub struct Msaa {
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pub samples: u32,
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}
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impl Default for Msaa {
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fn default() -> Self {
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Self { samples: 1 }
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}
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}
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impl Msaa {
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pub fn color_attachment(
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&self,
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attachment: TextureAttachment,
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resolve_target: TextureAttachment,
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ops: Operations<Color>,
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) -> RenderPassColorAttachment {
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if self.samples > 1 {
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RenderPassColorAttachment {
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attachment,
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resolve_target: Some(resolve_target),
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ops,
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}
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} else {
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RenderPassColorAttachment {
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attachment,
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resolve_target: None,
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ops,
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}
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}
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}
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}
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#[derive(Debug)]
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pub struct BaseRenderGraphConfig {
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pub add_2d_camera: bool,
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pub add_3d_camera: bool,
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pub add_main_depth_texture: bool,
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pub add_main_pass: bool,
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pub connect_main_pass_to_swapchain: bool,
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pub connect_main_pass_to_main_depth_texture: bool,
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}
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pub mod node {
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pub const PRIMARY_SWAP_CHAIN: &str = "swapchain";
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pub const CAMERA_3D: &str = "camera_3d";
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pub const CAMERA_2D: &str = "camera_2d";
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pub const TEXTURE_COPY: &str = "texture_copy";
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pub const MAIN_DEPTH_TEXTURE: &str = "main_pass_depth_texture";
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pub const MAIN_SAMPLED_COLOR_ATTACHMENT: &str = "main_pass_sampled_color_attachment";
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pub const MAIN_PASS: &str = "main_pass";
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pub const SHARED_BUFFERS: &str = "shared_buffers";
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}
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pub mod camera {
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pub const CAMERA_3D: &str = "Camera3d";
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pub const CAMERA_2D: &str = "Camera2d";
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}
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impl Default for BaseRenderGraphConfig {
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fn default() -> Self {
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BaseRenderGraphConfig {
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add_2d_camera: true,
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add_3d_camera: true,
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add_main_pass: true,
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add_main_depth_texture: true,
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connect_main_pass_to_swapchain: true,
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connect_main_pass_to_main_depth_texture: true,
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}
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}
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}
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/// The "base render graph" provides a core set of render graph nodes which can be used to build any
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/// graph. By itself this graph doesn't do much, but it allows Render plugins to interop with each
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/// other by having a common set of nodes. It can be customized using `BaseRenderGraphConfig`.
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pub(crate) fn add_base_graph(config: &BaseRenderGraphConfig, world: &mut World) {
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let world = world.cell();
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let mut graph = world.get_resource_mut::<RenderGraph>().unwrap();
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let msaa = world.get_resource::<Msaa>().unwrap();
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graph.add_node(node::TEXTURE_COPY, TextureCopyNode::default());
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if config.add_3d_camera {
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graph.add_system_node(node::CAMERA_3D, CameraNode::new(camera::CAMERA_3D));
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}
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if config.add_2d_camera {
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graph.add_system_node(node::CAMERA_2D, CameraNode::new(camera::CAMERA_2D));
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}
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graph.add_node(node::SHARED_BUFFERS, SharedBuffersNode::default());
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if config.add_main_depth_texture {
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graph.add_node(
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node::MAIN_DEPTH_TEXTURE,
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WindowTextureNode::new(
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WindowId::primary(),
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TextureDescriptor {
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size: Extent3d {
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depth_or_array_layers: 1,
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width: 1,
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height: 1,
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},
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mip_level_count: 1,
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sample_count: msaa.samples,
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dimension: TextureDimension::D2,
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format: TextureFormat::Depth32Float, /* PERF: vulkan docs recommend using 24
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* bit depth for better performance */
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usage: TextureUsage::OUTPUT_ATTACHMENT,
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},
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),
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);
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}
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if config.add_main_pass {
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let mut main_pass_node = PassNode::<&MainPass>::new(PassDescriptor {
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color_attachments: vec![msaa.color_attachment(
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TextureAttachment::Input("color_attachment".to_string()),
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TextureAttachment::Input("color_resolve_target".to_string()),
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Operations {
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load: LoadOp::Clear(Color::rgb(0.1, 0.1, 0.1)),
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store: true,
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},
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)],
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depth_stencil_attachment: Some(RenderPassDepthStencilAttachment {
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attachment: TextureAttachment::Input("depth".to_string()),
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depth_ops: Some(Operations {
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load: LoadOp::Clear(1.0),
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store: true,
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}),
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stencil_ops: None,
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}),
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sample_count: msaa.samples,
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});
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main_pass_node.use_default_clear_color(0);
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if config.add_3d_camera {
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main_pass_node.add_camera(camera::CAMERA_3D);
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}
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if config.add_2d_camera {
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main_pass_node.add_camera(camera::CAMERA_2D);
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}
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graph.add_node(node::MAIN_PASS, main_pass_node);
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graph
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.add_node_edge(node::TEXTURE_COPY, node::MAIN_PASS)
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.unwrap();
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graph
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.add_node_edge(node::SHARED_BUFFERS, node::MAIN_PASS)
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.unwrap();
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if config.add_3d_camera {
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graph
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.add_node_edge(node::CAMERA_3D, node::MAIN_PASS)
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.unwrap();
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}
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if config.add_2d_camera {
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graph
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.add_node_edge(node::CAMERA_2D, node::MAIN_PASS)
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.unwrap();
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}
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}
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graph.add_node(
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node::PRIMARY_SWAP_CHAIN,
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WindowSwapChainNode::new(WindowId::primary()),
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);
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if config.connect_main_pass_to_swapchain {
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graph
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.add_slot_edge(
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node::PRIMARY_SWAP_CHAIN,
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WindowSwapChainNode::OUT_TEXTURE,
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node::MAIN_PASS,
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if msaa.samples > 1 {
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"color_resolve_target"
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} else {
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"color_attachment"
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},
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)
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.unwrap();
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}
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if msaa.samples > 1 {
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graph.add_node(
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node::MAIN_SAMPLED_COLOR_ATTACHMENT,
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WindowTextureNode::new(
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WindowId::primary(),
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TextureDescriptor {
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size: Extent3d {
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depth_or_array_layers: 1,
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width: 1,
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height: 1,
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},
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mip_level_count: 1,
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sample_count: msaa.samples,
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dimension: TextureDimension::D2,
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format: TextureFormat::default(),
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usage: TextureUsage::OUTPUT_ATTACHMENT,
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},
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),
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);
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graph
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.add_slot_edge(
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node::MAIN_SAMPLED_COLOR_ATTACHMENT,
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WindowSwapChainNode::OUT_TEXTURE,
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node::MAIN_PASS,
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"color_attachment",
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)
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.unwrap();
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}
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if config.connect_main_pass_to_main_depth_texture {
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graph
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.add_slot_edge(
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node::MAIN_DEPTH_TEXTURE,
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WindowTextureNode::OUT_TEXTURE,
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node::MAIN_PASS,
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"depth",
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)
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.unwrap();
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}
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}
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