230 lines
5.7 KiB
Rust
230 lines
5.7 KiB
Rust
use std::error::Error;
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use glam::{Mat4, UVec2, Vec3, Vec4, vec3, vec4};
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mod camera;
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mod render;
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#[derive(Debug, Clone, Copy)]
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#[repr(C)]
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pub struct RedrawArgs {
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pub background: Vec4,
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pub cam_yaw: f32,
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pub cam_pitch: f32,
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pub cam_distance: f32,
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pub cam_fovy: f32,
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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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cam_yaw: std::f32::consts::FRAC_PI_4,
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cam_pitch: std::f32::consts::FRAC_PI_6,
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cam_distance: 3.,
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cam_fovy: std::f32::consts::FRAC_PI_2,
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}
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}
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}
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pub struct Gpu {
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device: wgpu::Device,
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queue: wgpu::Queue,
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surface: wgpu::Surface<'static>,
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}
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pub struct Core {
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device: wgpu::Device,
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queue: wgpu::Queue,
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surface: wgpu::Surface<'static>,
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mesh_pipeline: render::mesh::Pipeline,
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mesh1: render::mesh::GpuMeshIndexed,
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depth: wgpu::Texture,
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}
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fn cube() -> render::mesh::CpuMeshIndexed {
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let mut mesh = render::mesh::CpuMeshIndexed::default();
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for (u, v, w) in [
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(Vec3::X, Vec3::Y, Vec3::Z),
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(Vec3::Y, Vec3::Z, Vec3::X),
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(Vec3::Z, Vec3::X, Vec3::Y),
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] {
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for (m, color) in [(1., w), (-1., 1. - w)] {
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let base = mesh.vertices.len() as u16;
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for offset in [m * v + u, -m * v + u, -m * v - u, m * v - u] {
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let vertex = render::mesh::Vertex {
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position: (m * w + offset),
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color,
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normal: m * w,
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};
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mesh.vertices.push(vertex);
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}
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mesh.faces.push([base, base + 1, base + 2]);
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mesh.faces.push([base, base + 2, base + 3]);
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}
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}
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mesh
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}
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impl Core {
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pub fn new(gpu: Gpu, pixel_size: UVec2) -> Self {
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let Gpu {
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device,
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queue,
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surface,
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} = gpu;
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let depth = Self::create_depth_buffer(&device, pixel_size);
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let mesh_pipeline = render::mesh::Pipeline::new(&device);
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let mesh1 = cube();
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let mesh1 = render::mesh::GpuMeshIndexed::new(&device, &mesh1);
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Self::configure_surface(&surface, &device, pixel_size);
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Self {
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device,
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queue,
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surface,
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mesh_pipeline,
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mesh1,
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depth,
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}
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}
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fn render(&self, output: &wgpu::Texture, args: &RedrawArgs) {
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let aspect = {
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let size = output.size();
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let w = size.width as f32;
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let h = size.height as f32;
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w / h
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};
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let view = Mat4::from(camera::view(
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args.cam_yaw,
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args.cam_pitch,
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args.cam_distance,
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));
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let proj = camera::projection(args.cam_fovy, aspect);
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self.mesh_pipeline.set_params(
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&self.queue,
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render::mesh::Params {
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mvp: proj * view,
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light: vec3(1., 0.5, 0.5).normalize(),
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_zero: 0.,
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},
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);
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self.queue.submit([]); // flush buffer updates
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let view = output.create_view(&wgpu::TextureViewDescriptor::default());
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let depth_view = self
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.depth
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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depth_slice: None,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: args.background.x.into(),
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g: args.background.y.into(),
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b: args.background.z.into(),
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a: args.background.w.into(),
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}),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &depth_view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.),
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store: wgpu::StoreOp::Discard,
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}),
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stencil_ops: None,
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}),
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..Default::default()
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});
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self.mesh1.render(&self.mesh_pipeline, &mut pass);
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drop(pass);
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self.queue.submit(std::iter::once(encoder.finish()));
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}
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fn create_depth_buffer(device: &wgpu::Device, pixel_size: UVec2) -> wgpu::Texture {
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device.create_texture(&wgpu::TextureDescriptor {
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label: Some("depth buffer"),
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size: wgpu::Extent3d {
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width: pixel_size.x,
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height: pixel_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: render::DEPTH_FORMAT,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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view_formats: &[],
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})
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}
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fn configure_surface(surface: &wgpu::Surface, device: &wgpu::Device, pixel_size: UVec2) {
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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: render::OUTPUT_FORMAT,
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width: pixel_size.x,
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height: pixel_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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}
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/// Configures the renderer for a given target size.
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pub fn configure(&mut self, pixel_size: UVec2) {
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Self::configure_surface(&self.surface, &self.device, pixel_size);
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self.depth = Self::create_depth_buffer(&self.device, pixel_size);
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}
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/// Redraws the entire surface.
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///
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/// [`Self::configure`] must be called at least once before this.
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pub fn redraw(&mut self, args: &RedrawArgs) {
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let output = self.surface.get_current_texture().unwrap();
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self.render(&output.texture, args);
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output.present();
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}
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}
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pub async fn init_gpu_inner<E: Error + 'static>(
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make_surface: impl FnOnce(&wgpu::Instance) -> Result<wgpu::Surface<'static>, E>,
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) -> Result<Gpu, 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 = make_surface(&instance)?;
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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(&wgpu::DeviceDescriptor::default())
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.await
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.unwrap();
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Ok(Gpu {
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device,
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queue,
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surface,
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})
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}
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