208 lines
8.1 KiB
Rust
208 lines
8.1 KiB
Rust
//! Sprite-Pass: das 2D-Overlay (UI) als getintete Textur-Quads.
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//!
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//! Immediate-Mode: der Vertex-Buffer wird jeden Frame neu befüllt (kleine
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//! Datenmenge). Geometrie kommt von [`crate::render::ui`] als fertige
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//! [`SpriteVertex`]-Liste + [`SpriteBatch`]es (ein Batch je Textur). Die
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//! Texturen (weißer Pixel, Font-Atlas, …) werden einmal beim Bau
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//! hochgeladen — wie beim Szenen-Pass: Decode (CPU) ≠ Upload (GPU).
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use crate::engine::tga::Image;
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#[repr(C)]
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#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
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pub(crate) struct SpriteVertex {
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/// Interne Pixel, Ursprung oben-links.
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pub(crate) pos: [f32; 2],
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pub(crate) uv: [f32; 2],
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/// Tint, mit dem Texel multipliziert (RGBA, 0..1).
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pub(crate) color: [f32; 4],
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}
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/// Ein zusammenhängender Vertex-Bereich, der mit *einer* Textur gezeichnet
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/// wird (zwei Dreiecke je Quad, also Vielfache von 6).
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#[derive(Clone, Copy)]
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pub(crate) struct SpriteBatch {
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pub(crate) texture: usize,
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pub(crate) start: u32,
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pub(crate) count: u32,
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}
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#[repr(C)]
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#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
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struct Uniforms {
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inv_res: [f32; 2],
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_pad: [f32; 2],
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}
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/// Obergrenze des dynamischen Vertex-Buffers. 8192 Verts = ~1365 Quads pro
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/// Frame — reichlich für Dialog-Panels, Text und Cursor.
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const MAX_VERTS: u64 = 8192;
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const VERTEX_LAYOUT: wgpu::VertexBufferLayout<'static> = wgpu::VertexBufferLayout {
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array_stride: size_of::<SpriteVertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2, 2 => Float32x4],
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};
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pub struct SpritePass {
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pipeline: wgpu::RenderPipeline,
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vbuf: wgpu::Buffer,
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uniform_bind: wgpu::BindGroup, // group 0
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tex_binds: Vec<wgpu::BindGroup>, // group 1, pro Textur
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/// Im aktuellen Frame hochgeladene Vertex-Anzahl (für `draw`-Schutz).
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loaded: u32,
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}
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impl SpritePass {
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pub fn new(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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color_format: wgpu::TextureFormat,
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depth_format: wgpu::TextureFormat,
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internal: [f32; 2],
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textures: &[Image],
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) -> Self {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("sprite"),
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source: wgpu::ShaderSource::Wgsl(include_str!("sprite.wgsl").into()),
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("sprite"),
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layout: None,
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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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compilation_options: Default::default(),
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buffers: &[VERTEX_LAYOUT],
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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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compilation_options: Default::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format: color_format,
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// Standard-Alpha-Blending fürs Overlay.
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState::default(),
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// Der interne Pass hat ein Tiefen-Attachment → die Pipeline muss
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// ein kompatibles Format deklarieren. UI testet/schreibt aber
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// keine Tiefe (Always, kein Write) → liegt immer obenauf.
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depth_stencil: Some(wgpu::DepthStencilState {
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format: depth_format,
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depth_write_enabled: Some(false),
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depth_compare: Some(wgpu::CompareFunction::Always),
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState::default(),
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multiview_mask: None,
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cache: None,
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});
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let vbuf = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("sprite vertices"),
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size: MAX_VERTS * size_of::<SpriteVertex>() as u64,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let ubuf = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("sprite uniforms"),
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size: size_of::<Uniforms>() as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let u = Uniforms { inv_res: [1.0 / internal[0], 1.0 / internal[1]], _pad: [0.0; 2] };
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queue.write_buffer(&ubuf, 0, bytemuck::bytes_of(&u));
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let uniform_bind = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("sprite uniforms"),
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layout: &pipeline.get_bind_group_layout(0),
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entries: &[wgpu::BindGroupEntry { binding: 0, resource: ubuf.as_entire_binding() }],
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});
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// Nearest + Clamp: harte Pixel, kein Wrap an den Atlas-Rändern.
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("sprite nearest"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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});
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let tex_layout = pipeline.get_bind_group_layout(1);
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let tex_binds = textures.iter()
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.map(|img| upload_texture(device, queue, &tex_layout, &sampler, img))
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.collect();
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Self { pipeline, vbuf, uniform_bind, tex_binds, loaded: 0 }
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}
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/// Vertex-Daten dieses Frames hochladen — vor dem Render-Pass rufen.
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pub fn prepare(&mut self, queue: &wgpu::Queue, verts: &[SpriteVertex]) {
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let n = (verts.len() as u64).min(MAX_VERTS) as usize;
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queue.write_buffer(&self.vbuf, 0, bytemuck::cast_slice(&verts[..n]));
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self.loaded = n as u32;
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}
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pub fn draw(&self, pass: &mut wgpu::RenderPass, batches: &[SpriteBatch]) {
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if self.loaded == 0 { return; }
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pass.set_pipeline(&self.pipeline);
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pass.set_bind_group(0, &self.uniform_bind, &[]);
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pass.set_vertex_buffer(0, self.vbuf.slice(..));
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for b in batches {
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if b.start + b.count > self.loaded { continue; }
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pass.set_bind_group(1, &self.tex_binds[b.texture], &[]);
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pass.draw(b.start..b.start + b.count, 0..1);
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}
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}
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}
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/// Ein RGBA8-`Image` als GPU-Textur hochladen und die Bind-Group (Textur +
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/// Sampler, group 1) bauen.
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fn upload_texture(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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layout: &wgpu::BindGroupLayout,
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sampler: &wgpu::Sampler,
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img: &Image,
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) -> wgpu::BindGroup {
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let size = wgpu::Extent3d { width: img.width, height: img.height, depth_or_array_layers: 1 };
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("sprite texture"),
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size,
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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::Rgba8Unorm,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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});
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queue.write_texture(
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wgpu::TexelCopyTextureInfo {
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texture: &texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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&img.rgba,
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wgpu::TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(img.width * 4),
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rows_per_image: Some(img.height),
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},
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size,
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);
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let view = texture.create_view(&Default::default());
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("sprite texture"),
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layout,
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entries: &[
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wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&view) },
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wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(sampler) },
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],
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})
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}
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