296 lines
8.7 KiB
Rust
296 lines
8.7 KiB
Rust
use std::error::Error;
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use glam::uvec2;
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use winit::{
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event::{Event, WindowEvent},
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event_loop::EventLoop,
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window::{Window, WindowAttributes},
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};
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struct GameState {
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last: wgpu::TextureView,
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next: wgpu::TextureView,
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}
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fn main() {
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let event_loop = EventLoop::new().unwrap();
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#[allow(deprecated)]
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let window = &event_loop
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.create_window(WindowAttributes::new().with_title("GPU life game test"))
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.unwrap();
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let (device, queue, surface) = pollster::block_on(init_gpu(window)).unwrap();
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let format = wgpu::TextureFormat::Bgra8UnormSrgb;
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let fill_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("fill"),
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source: wgpu::ShaderSource::Wgsl(include_str!("fill.wgsl").into()),
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});
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let fill_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: None,
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vertex: wgpu::VertexState {
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module: &fill_shader,
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entry_point: None,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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buffers: &[],
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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fragment: Some(wgpu::FragmentState {
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module: &fill_shader,
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entry_point: None,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba8Uint,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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multiview: None,
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cache: None,
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});
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let step_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("step"),
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source: wgpu::ShaderSource::Wgsl(include_str!("step.wgsl").into()),
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});
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let step_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: None,
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vertex: wgpu::VertexState {
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module: &step_shader,
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entry_point: None,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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buffers: &[],
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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fragment: Some(wgpu::FragmentState {
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module: &step_shader,
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entry_point: None,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba8Uint,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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multiview: None,
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cache: None,
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});
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let present_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("present"),
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source: wgpu::ShaderSource::Wgsl(include_str!("present.wgsl").into()),
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});
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let present_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: None,
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vertex: wgpu::VertexState {
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module: &present_shader,
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entry_point: None,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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buffers: &[],
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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fragment: Some(wgpu::FragmentState {
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module: &present_shader,
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entry_point: None,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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multiview: None,
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cache: None,
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});
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let mut state = None;
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#[allow(deprecated)]
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event_loop
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.run(move |event, control_flow| match event {
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Event::WindowEvent { ref event, window_id } if window_id == window.id() => match event {
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WindowEvent::CloseRequested => control_flow.exit(),
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WindowEvent::Resized(physical_size) => {
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let size = uvec2(physical_size.width, physical_size.height);
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surface.configure(
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&device,
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&wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
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format,
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width: size.x,
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height: size.y,
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present_mode: wgpu::PresentMode::Fifo,
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alpha_mode: wgpu::CompositeAlphaMode::Auto,
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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},
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);
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let [last, next] = [(), ()].map(|_| {
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device
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.create_texture(&wgpu::TextureDescriptor {
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label: None,
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size: wgpu::Extent3d {
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width: size.x,
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height: size.y,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8Uint,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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})
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.create_view(&Default::default())
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});
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &last,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::BLUE),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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render_pass.set_pipeline(&fill_pipeline);
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render_pass.draw(0..4, 0..1);
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drop(render_pass);
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queue.submit(std::iter::once(encoder.finish()));
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state = Some(GameState { last, next });
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}
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WindowEvent::RedrawRequested => {
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let Some(state) = &mut state else {
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return;
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};
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let output = surface.get_current_texture().unwrap();
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let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::BLUE),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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render_pass.set_pipeline(&present_pipeline);
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render_pass.set_bind_group(
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0,
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&device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &present_pipeline.get_bind_group_layout(0),
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&state.last),
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}],
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}),
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&[],
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);
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render_pass.draw(0..4, 0..1);
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drop(render_pass);
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &state.next,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::BLUE),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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render_pass.set_pipeline(&step_pipeline);
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render_pass.set_bind_group(
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0,
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&device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &step_pipeline.get_bind_group_layout(0),
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&state.last),
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}],
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}),
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&[],
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);
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render_pass.draw(0..4, 0..1);
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drop(render_pass);
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queue.submit(std::iter::once(encoder.finish()));
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output.present();
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std::mem::swap(&mut state.last, &mut state.next);
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window.request_redraw();
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}
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_ => {}
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},
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_ => {}
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})
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.unwrap();
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}
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async fn init_gpu(wnd: &Window) -> Result<(wgpu::Device, wgpu::Queue, wgpu::Surface), Box<dyn Error>> {
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::PRIMARY,
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..Default::default()
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});
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let surface = instance.create_surface(wnd)?;
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.unwrap();
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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required_features: wgpu::Features::empty(),
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required_limits: wgpu::Limits::default(),
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memory_hints: Default::default(),
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},
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None,
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)
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.await
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.unwrap();
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Ok((device, queue, surface))
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}
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