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|
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|
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use bevy::{ |
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input::keyboard::Key, |
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prelude::*, |
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render::{ |
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error_handler::{RenderErrorHandler, RenderErrorPolicy}, |
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extract_resource::{ExtractResource, ExtractResourcePlugin}, |
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render_resource::{ |
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BufferDescriptor, BufferUsages, CommandEncoderDescriptor, ComputePassDescriptor, |
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Extent3d, PipelineLayoutDescriptor, PollType, RawComputePipelineDescriptor, |
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ShaderModuleDescriptor, ShaderSource, TextureDescriptor, TextureDimension, |
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TextureFormat, TextureUsages, |
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}, |
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renderer::{RenderDevice, RenderQueue}, |
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Render, RenderApp, |
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}, |
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}; |
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|
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fn main() { |
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let mut app = App::new(); |
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app.add_plugins(( |
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DefaultPlugins, |
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ExtractResourcePlugin::<RenderError>::default(), |
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)) |
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.add_systems(Startup, setup) |
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.add_systems(Update, (update_camera, input)) |
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.init_resource::<RenderError>() |
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.sub_app_mut(RenderApp) |
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.add_systems(Render, cause_error); |
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app.run(); |
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} |
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|
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fn setup( |
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mut commands: Commands, |
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mut meshes: ResMut<Assets<Mesh>>, |
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mut materials: ResMut<Assets<StandardMaterial>>, |
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) { |
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|
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commands.spawn(( |
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Mesh3d(meshes.add(Circle::new(4.0))), |
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MeshMaterial3d(materials.add(Color::WHITE)), |
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Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)), |
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)); |
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|
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commands.spawn(( |
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Mesh3d(meshes.add(Cuboid::new(2.0, 2.0, 2.0))), |
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MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))), |
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Transform::from_xyz(0.0, 1.0, 0.0), |
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)); |
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|
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commands.spawn(( |
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PointLight { |
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shadow_maps_enabled: true, |
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..default() |
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}, |
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Transform::from_xyz(4.0, 8.0, 4.0), |
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)); |
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|
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commands.spawn(( |
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Camera3d::default(), |
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Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y), |
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)); |
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|
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commands.spawn(( |
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Text::new( |
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"Test at your own risk: you may need to restart your computer to fully recover\n\ |
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Press O to trigger an OutOfMemory error\n\ |
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Press V to trigger a Validation error\n\ |
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Press D to Destroy the render device (causes device lost error)\n\ |
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Press L to Loop infinitely in a compute shader (causes device lost error)\n\ |
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\n\ |
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Press 1 to ignore errors, pretending nothing happened and continue rendering.\n\ |
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Press 2 to panic on error.\n\ |
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Press 3 to signals app exit on error.\n\ |
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Press 4 to keeps the app alive, but stops rendering further on error.\n\ |
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Press 5 to attempt renderer recovery.\n\ |
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", |
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), |
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Node { |
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position_type: PositionType::Absolute, |
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top: px(12), |
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left: px(12), |
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..default() |
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}, |
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)); |
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} |
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|
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fn update_camera(mut camera: Query<&mut Transform, With<Camera>>, time: Res<Time>) { |
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for mut t in camera.iter_mut() { |
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let (s, c) = ops::sin_cos(time.elapsed_secs() * 0.3); |
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*t = Transform::from_xyz(s * 10.0, 4.5, c * 10.0).looking_at(Vec3::ZERO, Vec3::Y); |
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} |
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} |
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|
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#[derive(Resource, ExtractResource, Clone, Default)] |
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#[extract_app(RenderApp)] |
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enum RenderError { |
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#[default] |
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None, |
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OutOfMemory, |
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Validation, |
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DeviceLost, |
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Loop, |
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} |
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|
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fn input( |
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input: Res<ButtonInput<Key>>, |
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mut error: ResMut<RenderError>, |
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mut handler: ResMut<RenderErrorHandler>, |
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) { |
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*error = RenderError::None; |
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if input.just_pressed(Key::Character("o".into())) { |
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*error = RenderError::OutOfMemory; |
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} |
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if input.just_pressed(Key::Character("v".into())) { |
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*error = RenderError::Validation; |
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} |
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if input.just_pressed(Key::Character("d".into())) { |
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*error = RenderError::DeviceLost; |
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} |
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if input.just_pressed(Key::Character("l".into())) { |
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*error = RenderError::Loop; |
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} |
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|
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if input.just_pressed(Key::Character("1".into())) { |
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*handler = RenderErrorHandler(|_, _, _| RenderErrorPolicy::Ignore); |
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} |
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if input.just_pressed(Key::Character("2".into())) { |
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*handler = RenderErrorHandler(|error, _, _| panic!("Rendering error {error:?}")); |
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} |
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if input.just_pressed(Key::Character("3".into())) { |
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*handler = RenderErrorHandler(|_, main_world, _| { |
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main_world.write_message(AppExit::error()); |
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RenderErrorPolicy::StopRendering |
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}); |
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} |
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if input.just_pressed(Key::Character("4".into())) { |
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*handler = RenderErrorHandler(|_, _, _| RenderErrorPolicy::StopRendering); |
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} |
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if input.just_pressed(Key::Character("5".into())) { |
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*handler = RenderErrorHandler(|_, _, _| RenderErrorPolicy::Recover(default())); |
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} |
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} |
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|
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fn cause_error(error: If<Res<RenderError>>, device: Res<RenderDevice>, queue: Res<RenderQueue>) { |
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match **error { |
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RenderError::None => {} |
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RenderError::OutOfMemory => { |
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let mut textures = Vec::new(); |
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for _ in 0..64 { |
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textures.push(device.create_texture(&TextureDescriptor { |
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label: None, |
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size: Extent3d { |
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width: 8192, |
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height: 8192, |
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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: TextureDimension::D2, |
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format: TextureFormat::Rgba16Float, |
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usage: TextureUsages::RENDER_ATTACHMENT, |
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view_formats: &[], |
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})); |
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} |
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} |
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RenderError::Validation => { |
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device.create_buffer(&BufferDescriptor { |
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label: None, |
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size: 1 << 63, |
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usage: BufferUsages::COPY_SRC, |
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mapped_at_creation: false, |
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}); |
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} |
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RenderError::DeviceLost => { |
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device.wgpu_device().destroy(); |
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device.poll(PollType::wait_indefinitely()).unwrap(); |
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} |
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RenderError::Loop => { |
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let sm = device.create_and_validate_shader_module(ShaderModuleDescriptor { |
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label: Some("shader"), |
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source: ShaderSource::Wgsl( |
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"@compute @workgroup_size(1, 1, 1) fn main() { loop { workgroupBarrier(); } }" |
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.into(), |
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), |
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}); |
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|
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let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor { |
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label: Some("pipeline_layout"), |
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bind_group_layouts: &[], |
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immediate_size: 0, |
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}); |
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|
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let pipeline = device.create_compute_pipeline(&RawComputePipelineDescriptor { |
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label: Some("pipeline"), |
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layout: Some(&pipeline_layout), |
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module: &sm, |
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entry_point: Some("main"), |
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compilation_options: Default::default(), |
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cache: None, |
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}); |
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|
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let mut encoder = device.create_command_encoder(&CommandEncoderDescriptor::default()); |
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{ |
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let mut cpass = encoder.begin_compute_pass(&ComputePassDescriptor::default()); |
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cpass.set_pipeline(&pipeline); |
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cpass.dispatch_workgroups(1, 1, 1); |
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} |
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device.poll(PollType::wait_indefinitely()).unwrap(); |
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queue.submit([encoder.finish()]); |
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} |
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} |
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} |