use Default to avoid breaking fallback main
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10
src/lib.rs
10
src/lib.rs
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@ -1,6 +1,6 @@
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use std::error::Error;
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use std::error::Error;
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use glam::{UVec2, Vec4};
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use glam::{UVec2, Vec4, vec4};
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth16Unorm;
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth16Unorm;
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const OUTPUT_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Bgra8UnormSrgb;
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const OUTPUT_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Bgra8UnormSrgb;
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@ -11,6 +11,14 @@ pub struct RedrawArgs {
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pub background: Vec4,
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pub background: Vec4,
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}
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}
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impl Default for RedrawArgs {
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fn default() -> Self {
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Self {
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background: vec4(0.05, 0.20, 0.85, 1.00),
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}
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}
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}
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pub struct Gpu {
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pub struct Gpu {
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device: wgpu::Device,
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device: wgpu::Device,
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queue: wgpu::Queue,
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queue: wgpu::Queue,
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@ -1,7 +1,7 @@
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use std::sync::Arc;
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use std::sync::Arc;
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use PROJECT_NAME::{Core, RedrawArgs, init_gpu_inner};
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use PROJECT_NAME::{Core, RedrawArgs, init_gpu_inner};
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use glam::{uvec2, vec4};
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use glam::uvec2;
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use winit::{
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use winit::{
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application::ApplicationHandler,
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application::ApplicationHandler,
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event::WindowEvent,
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event::WindowEvent,
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@ -36,9 +36,7 @@ impl MainWindow {
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WindowEvent::Resized(physical_size) => self
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WindowEvent::Resized(physical_size) => self
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.core
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.core
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.configure(uvec2(physical_size.width, physical_size.height)),
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.configure(uvec2(physical_size.width, physical_size.height)),
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WindowEvent::RedrawRequested => self.core.redraw(&RedrawArgs {
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WindowEvent::RedrawRequested => self.core.redraw(&RedrawArgs::default()),
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background: vec4(0.05, 0.20, 0.85, 1.00),
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}),
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_ => {}
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_ => {}
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}
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}
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}
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}
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