mirror of
https://github.com/GraphiteEditor/Graphite.git
synced 2026-09-25 14:38:12 +08:00
Desktop: Render overlays with vello (#2965)
* Render overlays with vello * Fix nix flake comments * Rendering refactor with better names and code location * Remove unnecessary overlay renders * Post rebase fix
This commit is contained in:
+26
-8
@@ -25,6 +25,7 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
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return out;
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}
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struct Constants {
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viewport_scale: vec2<f32>,
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viewport_offset: vec2<f32>,
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@@ -33,19 +34,36 @@ struct Constants {
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var<push_constant> constants: Constants;
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@group(0) @binding(0)
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var t_ui: texture_2d<f32>;
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@group(0) @binding(1)
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var t_viewport: texture_2d<f32>;
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@group(0) @binding(1)
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var t_overlays: texture_2d<f32>;
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@group(0) @binding(2)
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var t_ui: texture_2d<f32>;
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@group(0) @binding(3)
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var s_diffuse: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let ui_color: vec4<f32> = textureSample(t_ui, s_diffuse, in.tex_coords);
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if (ui_color.a == 1.0) {
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return ui_color;
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let ui = textureSample(t_ui, s_diffuse, in.tex_coords);
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if (ui.a >= 0.999) {
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return ui;
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}
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let viewport_tex_coords = (in.tex_coords - constants.viewport_offset) * constants.viewport_scale;
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let viewport_color: vec4<f32> = textureSample(t_viewport, s_diffuse, viewport_tex_coords);
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return ui_color * ui_color.a + viewport_color * (1.0 - ui_color.a);
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let vp_cord = (in.tex_coords - constants.viewport_offset) * constants.viewport_scale;
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let ov = textureSample(t_overlays, s_diffuse, vp_cord);
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let vp = textureSample(t_viewport, s_diffuse, vp_cord);
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if (ov.a < 0.001) {
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return blend(ui, vp);
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}
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let comp = blend(ov, vp);
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return blend(ui, comp);
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}
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fn blend(fg: vec4<f32>, bg: vec4<f32>) -> vec4<f32> {
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let a = fg.a + bg.a * (1.0 - fg.a);
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let rgb = fg.rgb * fg.a + bg.rgb * bg.a * (1.0 - fg.a);
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return vec4<f32>(rgb, a);
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}
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@@ -0,0 +1,53 @@
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use thiserror::Error;
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pub(crate) struct FrameBufferRef<'a> {
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buffer: &'a [u8],
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width: usize,
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height: usize,
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}
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impl<'a> FrameBufferRef<'a> {
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pub(crate) fn new(buffer: &'a [u8], width: usize, height: usize) -> Result<Self, FrameBufferError> {
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let fb = Self { buffer, width, height };
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fb.validate_size()?;
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Ok(fb)
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}
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pub(crate) fn buffer(&self) -> &[u8] {
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self.buffer
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}
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pub(crate) fn width(&self) -> usize {
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self.width
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}
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pub(crate) fn height(&self) -> usize {
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self.height
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}
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fn validate_size(&self) -> Result<(), FrameBufferError> {
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if self.buffer.len() != self.width * self.height * 4 {
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Err(FrameBufferError::InvalidSize {
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buffer_size: self.buffer.len(),
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expected_size: self.width * self.height * 4,
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width: self.width,
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height: self.height,
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})
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} else {
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Ok(())
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}
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}
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}
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impl<'a> std::fmt::Debug for FrameBufferRef<'a> {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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f.debug_struct("FrameBuffer")
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.field("width", &self.width)
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.field("height", &self.height)
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.field("len", &self.buffer.len())
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.finish()
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}
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}
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#[derive(Error, Debug)]
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pub(crate) enum FrameBufferError {
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#[error("Invalid buffer size {buffer_size}, expected {expected_size} for width {width} multiplied with height {height} multiplied by 4 channels")]
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InvalidSize { buffer_size: usize, expected_size: usize, width: usize, height: usize },
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}
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@@ -0,0 +1,322 @@
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use graphene_std::Color;
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use std::sync::Arc;
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use wgpu_executor::WgpuExecutor;
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use winit::window::Window;
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pub(crate) use wgpu_executor::Context as WgpuContext;
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#[derive(derivative::Derivative)]
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#[derivative(Debug)]
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pub(crate) struct GraphicsState {
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surface: wgpu::Surface<'static>,
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context: WgpuContext,
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executor: WgpuExecutor,
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config: wgpu::SurfaceConfiguration,
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render_pipeline: wgpu::RenderPipeline,
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transparent_texture: wgpu::Texture,
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sampler: wgpu::Sampler,
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viewport_scale: [f32; 2],
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viewport_offset: [f32; 2],
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viewport_texture: Option<wgpu::Texture>,
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overlays_texture: Option<wgpu::Texture>,
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ui_texture: Option<wgpu::Texture>,
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bind_group: Option<wgpu::BindGroup>,
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#[derivative(Debug = "ignore")]
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overlays_scene: Option<vello::Scene>,
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}
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impl GraphicsState {
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pub(crate) fn new(window: Arc<Window>, context: WgpuContext) -> Self {
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let size = window.inner_size();
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let surface = context.instance.create_surface(window).unwrap();
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let surface_caps = surface.get_capabilities(&context.adapter);
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let surface_format = surface_caps.formats.iter().find(|f| f.is_srgb()).copied().unwrap_or(surface_caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width,
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height: size.height,
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present_mode: surface_caps.present_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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};
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surface.configure(&context.device, &config);
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let transparent_texture = context.device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Transparent Texture"),
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size: wgpu::Extent3d {
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width: 1,
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height: 1,
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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::Bgra8UnormSrgb,
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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 shader module
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let shader = context.device.create_shader_module(wgpu::include_wgsl!("composite_shader.wgsl"));
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// Create sampler
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let sampler = context.device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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});
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let texture_bind_group_layout = context.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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});
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let render_pipeline_layout = context.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&texture_bind_group_layout],
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push_constant_ranges: &[wgpu::PushConstantRange {
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stages: wgpu::ShaderStages::FRAGMENT,
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range: 0..size_of::<Constants>() as u32,
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}],
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});
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let render_pipeline = context.device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: Default::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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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 wgpu_executor = WgpuExecutor::with_context(context.clone()).expect("Failed to create WgpuExecutor");
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Self {
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surface,
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context,
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executor: wgpu_executor,
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config,
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render_pipeline,
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transparent_texture,
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sampler,
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viewport_scale: [1.0, 1.0],
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viewport_offset: [0.0, 0.0],
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viewport_texture: None,
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overlays_texture: None,
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ui_texture: None,
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bind_group: None,
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overlays_scene: None,
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}
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}
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pub(crate) fn resize(&mut self, width: u32, height: u32) {
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if width > 0 && height > 0 && (self.config.width != width || self.config.height != height) {
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self.config.width = width;
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self.config.height = height;
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self.surface.configure(&self.context.device, &self.config);
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}
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}
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pub(crate) fn bind_viewport_texture(&mut self, viewport_texture: wgpu::Texture) {
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self.viewport_texture = Some(viewport_texture);
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self.update_bindgroup();
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}
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pub(crate) fn bind_overlays_texture(&mut self, overlays_texture: wgpu::Texture) {
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self.overlays_texture = Some(overlays_texture);
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self.update_bindgroup();
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}
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pub(crate) fn bind_ui_texture(&mut self, bind_ui_texture: wgpu::Texture) {
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self.ui_texture = Some(bind_ui_texture);
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self.update_bindgroup();
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}
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pub(crate) fn set_viewport_scale(&mut self, scale: [f32; 2]) {
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self.viewport_scale = scale;
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}
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pub(crate) fn set_viewport_offset(&mut self, offset: [f32; 2]) {
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self.viewport_offset = offset;
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}
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pub(crate) fn set_overlays_scene(&mut self, scene: vello::Scene) {
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self.overlays_scene = Some(scene);
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}
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fn render_overlays(&mut self, scene: vello::Scene) {
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let Some(viewport_texture) = self.viewport_texture.as_ref() else {
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tracing::warn!("No viewport texture bound, cannot render overlays");
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return;
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};
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let size = glam::UVec2::new(viewport_texture.width(), viewport_texture.height());
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let texture = futures::executor::block_on(self.executor.render_vello_scene_to_texture(&scene, size, &Default::default(), Color::TRANSPARENT));
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let Ok(texture) = texture else {
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tracing::error!("Error rendering overlays");
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return;
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};
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self.bind_overlays_texture(texture);
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}
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pub(crate) fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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if let Some(scene) = self.overlays_scene.take() {
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self.render_overlays(scene);
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}
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let output = self.surface.get_current_texture()?;
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let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self.context.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Render Encoder") });
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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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 { r: 0.01, g: 0.01, b: 0.01, a: 1.0 }),
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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(&self.render_pipeline);
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render_pass.set_push_constants(
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wgpu::ShaderStages::FRAGMENT,
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0,
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bytemuck::bytes_of(&Constants {
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viewport_scale: self.viewport_scale,
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viewport_offset: self.viewport_offset,
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}),
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);
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if let Some(bind_group) = &self.bind_group {
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render_pass.set_bind_group(0, bind_group, &[]);
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render_pass.draw(0..6, 0..1); // Draw 3 vertices for fullscreen triangle
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} else {
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tracing::warn!("No bind group available - showing clear color only");
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}
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}
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self.context.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
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fn update_bindgroup(&mut self) {
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let viewport_texture_view = self.viewport_texture.as_ref().unwrap_or(&self.transparent_texture).create_view(&wgpu::TextureViewDescriptor::default());
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let overlays_texture_view = self.overlays_texture.as_ref().unwrap_or(&self.transparent_texture).create_view(&wgpu::TextureViewDescriptor::default());
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let ui_texture_view = self.ui_texture.as_ref().unwrap_or(&self.transparent_texture).create_view(&wgpu::TextureViewDescriptor::default());
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let bind_group = self.context.device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &self.render_pipeline.get_bind_group_layout(0),
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&viewport_texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&overlays_texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::TextureView(&ui_texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 3,
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resource: wgpu::BindingResource::Sampler(&self.sampler),
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},
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],
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label: Some("texture_bind_group"),
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});
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self.bind_group = Some(bind_group);
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct Constants {
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viewport_scale: [f32; 2],
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viewport_offset: [f32; 2],
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}
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Block a user