Rename wgpu child window example for discoverability (#3837)
* rename wgpu child window example * rename child window example in Cargo.toml
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//! Demonstrate how to use dioxus as a child window for use in alternative renderers like wgpu.
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//!
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//! The code here is borrowed from wry's example:
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//! https://github.com/tauri-apps/wry/blob/dev/examples/wgpu.rs
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//!
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//! To use this feature set `with_as_child_window()` on your desktop config which will then let you
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use dioxus::desktop::{
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tao::{event::Event as WryEvent, window::WindowBuilder},
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use_wry_event_handler, window, Config, DesktopContext,
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};
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use dioxus::prelude::*;
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fn main() {
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let config = Config::new()
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.with_window(WindowBuilder::new().with_transparent(true))
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.with_as_child_window();
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dioxus::LaunchBuilder::desktop()
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.with_cfg(config)
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.launch(app);
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}
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fn app() -> Element {
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let graphics_resources = use_resource(move || async {
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GraphicsContextAsyncBuilder {
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desktop: window(),
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resources_builder: |ctx| Box::pin(GraphicsResources::new(ctx)),
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}
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.build()
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.await
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});
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// on first render request a redraw
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use_effect(|| {
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window().window.request_redraw();
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});
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use_wry_event_handler(move |event, _| {
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use dioxus::desktop::tao::event::WindowEvent;
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if let WryEvent::RedrawRequested(_id) = event {
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let resources = graphics_resources.read();
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if let Some(resources) = resources.as_ref() {
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resources.with_resources(|resources| resources.render());
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}
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}
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if let WryEvent::WindowEvent {
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event: WindowEvent::Resized(new_size),
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..
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} = event
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{
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let ctx = graphics_resources.value();
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ctx.as_ref().unwrap().with_resources(|srcs| {
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let mut cfg = srcs.config.clone();
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cfg.width = new_size.width;
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cfg.height = new_size.height;
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srcs.surface.configure(&srcs.device, &cfg);
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});
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window().window.request_redraw();
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}
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});
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rsx! {
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div {
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color: "blue",
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width: "100vw",
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height: "100vh",
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display: "flex",
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justify_content: "center",
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align_items: "center",
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font_size: "20px",
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div { "text overlaied on wgpu surface!" }
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}
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}
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}
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/// This borrows from the `window` which is contained within an `Arc` so we need to wrap it in a self-borrowing struct
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/// to be able to borrow the window for the wgpu::Surface
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#[ouroboros::self_referencing]
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struct GraphicsContext {
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desktop: DesktopContext,
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#[borrows(desktop)]
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#[not_covariant]
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resources: GraphicsResources<'this>,
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}
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struct GraphicsResources<'a> {
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surface: wgpu::Surface<'a>,
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device: wgpu::Device,
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pipeline: wgpu::RenderPipeline,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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}
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impl<'a> GraphicsResources<'a> {
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async fn new(context: &'a DesktopContext) -> Self {
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let window = &context.window;
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let size = window.inner_size();
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let instance = wgpu::Instance::default();
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let surface: wgpu::Surface<'a> = instance.create_surface(window).unwrap();
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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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force_fallback_adapter: false,
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// Request an adapter which can render to our surface
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compatible_surface: Some(&surface),
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})
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.await
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.expect("Failed to find an appropriate adapter");
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// Create the logical device and command queue
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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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// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the swapchain.
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required_limits: wgpu::Limits::downlevel_webgl2_defaults()
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.using_resolution(adapter.limits()),
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},
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None,
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)
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.await
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.expect("Failed to create device");
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// Load the shaders from disk
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(
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r#"
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@vertex
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fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
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let x = f32(i32(in_vertex_index) - 1);
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let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
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return vec4<f32>(x, y, 0.0, 1.0);
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}
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@fragment
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fn fs_main() -> @location(0) vec4<f32> {
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return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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}
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"#
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.into(),
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),
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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});
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let swapchain_capabilities = surface.get_capabilities(&adapter);
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let swapchain_format = swapchain_capabilities.formats[0];
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(swapchain_format.into())],
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}),
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primitive: wgpu::PrimitiveState::default(),
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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});
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: swapchain_format,
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo,
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desired_maximum_frame_latency: 2,
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alpha_mode: wgpu::CompositeAlphaMode::PostMultiplied,
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view_formats: vec![],
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};
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surface.configure(&device, &config);
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GraphicsResources {
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surface,
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device,
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pipeline,
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queue,
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config,
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}
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}
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fn render(&self) {
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let GraphicsResources {
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surface,
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device,
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pipeline,
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queue,
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..
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} = self;
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let frame = surface
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.get_current_texture()
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.expect("Failed to acquire next swap chain texture");
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let view = frame
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder =
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device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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{
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let mut rpass = 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::TRANSPARENT),
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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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timestamp_writes: None,
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occlusion_query_set: None,
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});
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rpass.set_pipeline(pipeline);
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rpass.draw(0..3, 0..1);
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}
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queue.submit(Some(encoder.finish()));
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frame.present();
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}
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}
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