2019-01-07 21:10:31 +00:00
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// Library
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use vek::*;
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2019-01-11 17:30:13 +00:00
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use gfx::{
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self,
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traits::{Device, FactoryExt},
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2019-01-07 21:10:31 +00:00
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};
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// Local
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use super::{
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consts::Consts,
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model::Model,
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mesh::Mesh,
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Pipeline,
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RenderError,
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gfx_backend,
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pipelines::{
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Globals,
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figure,
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skybox,
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terrain,
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},
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};
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/// Represents the format of the window's color target.
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pub type TgtColorFmt = gfx::format::Rgba8;
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/// Represents the format of the window's depth target.
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pub type TgtDepthFmt = gfx::format::DepthStencil;
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/// A handle to a window color target.
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pub type TgtColorView = gfx::handle::RenderTargetView<gfx_backend::Resources, TgtColorFmt>;
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/// A handle to a window depth target.
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pub type TgtDepthView = gfx::handle::DepthStencilView<gfx_backend::Resources, TgtDepthFmt>;
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/// A type that encapsulates rendering state. `Renderer` is central to Voxygen's rendering
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/// subsystem and contains any state necessary to interact with the GPU, along with pipeline state
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/// objects (PSOs) needed to renderer different kinds of models to the screen.
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pub struct Renderer {
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device: gfx_backend::Device,
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encoder: gfx::Encoder<gfx_backend::Resources, gfx_backend::CommandBuffer>,
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factory: gfx_backend::Factory,
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tgt_color_view: TgtColorView,
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tgt_depth_view: TgtDepthView,
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skybox_pipeline: GfxPipeline<skybox::pipe::Init<'static>>,
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figure_pipeline: GfxPipeline<figure::pipe::Init<'static>>,
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terrain_pipeline: GfxPipeline<terrain::pipe::Init<'static>>,
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}
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impl Renderer {
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/// Create a new `Renderer` from a variety of backend-specific components and the window
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/// targets.
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pub fn new(
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device: gfx_backend::Device,
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mut factory: gfx_backend::Factory,
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tgt_color_view: TgtColorView,
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tgt_depth_view: TgtDepthView,
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) -> Result<Self, RenderError> {
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// Construct a pipeline for rendering skyboxes
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let skybox_pipeline = create_pipeline(
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&mut factory,
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skybox::pipe::new(),
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include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/skybox.vert")),
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include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/skybox.frag")),
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)?;
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// Construct a pipeline for rendering figures
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let figure_pipeline = create_pipeline(
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&mut factory,
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figure::pipe::new(),
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include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/figure.vert")),
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include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/figure.frag")),
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)?;
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// Construct a pipeline for rendering terrain
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let terrain_pipeline = create_pipeline(
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&mut factory,
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terrain::pipe::new(),
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include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/terrain.vert")),
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include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/terrain.frag")),
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)?;
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Ok(Self {
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device,
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encoder: factory.create_command_buffer().into(),
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factory,
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tgt_color_view,
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tgt_depth_view,
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skybox_pipeline,
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figure_pipeline,
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terrain_pipeline,
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})
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}
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/// Get references to the internal render target views that get displayed directly by the window.
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pub fn target_views(&self) -> (&TgtColorView, &TgtDepthView) {
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(&self.tgt_color_view, &self.tgt_depth_view)
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}
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/// Get mutable references to the internal render target views that get displayed directly by the window.
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pub fn target_views_mut(&mut self) -> (&mut TgtColorView, &mut TgtDepthView) {
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(&mut self.tgt_color_view, &mut self.tgt_depth_view)
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}
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/// Queue the clearing of the color and depth targets ready for a new frame to be rendered.
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/// TODO: Make a version of this that doesn't clear the colour target for speed
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pub fn clear(&mut self, col: Rgba<f32>) {
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self.encoder.clear(&self.tgt_color_view, col.into_array());
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self.encoder.clear_depth(&self.tgt_depth_view, 1.0);
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}
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/// Perform all queued draw calls for this frame and clean up discarded items.
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pub fn flush(&mut self) {
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self.encoder.flush(&mut self.device);
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self.device.cleanup();
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}
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/// Create a new set of constants with the provided values.
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pub fn create_consts<T: Copy + gfx::traits::Pod>(
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&mut self,
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vals: &[T],
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) -> Result<Consts<T>, RenderError> {
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let mut consts = Consts::new(&mut self.factory, vals.len());
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consts.update(&mut self.encoder, vals)?;
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Ok(consts)
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}
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/// Update a set of constants with the provided values.
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pub fn update_consts<T: Copy + gfx::traits::Pod>(
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&mut self,
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consts: &mut Consts<T>,
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vals: &[T]
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) -> Result<(), RenderError> {
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consts.update(&mut self.encoder, vals)
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}
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/// Create a new model from the provided mesh.
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pub fn create_model<P: Pipeline>(&mut self, mesh: &Mesh<P>) -> Result<Model<P>, RenderError> {
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Ok(Model::new(
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&mut self.factory,
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mesh,
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))
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}
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/// Queue the rendering of the provided skybox model in the upcoming frame.
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pub fn render_skybox(
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&mut self,
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model: &Model<skybox::SkyboxPipeline>,
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globals: &Consts<Globals>,
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locals: &Consts<skybox::Locals>,
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) {
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self.encoder.draw(
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&model.slice,
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&self.skybox_pipeline.pso,
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&skybox::pipe::Data {
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vbuf: model.vbuf.clone(),
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locals: locals.buf.clone(),
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globals: globals.buf.clone(),
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tgt_color: self.tgt_color_view.clone(),
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tgt_depth: self.tgt_depth_view.clone(),
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},
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);
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}
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/// Queue the rendering of the provided figure model in the upcoming frame.
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pub fn render_figure(
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&mut self,
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model: &Model<figure::FigurePipeline>,
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globals: &Consts<Globals>,
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locals: &Consts<figure::Locals>,
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bones: &Consts<figure::BoneData>,
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) {
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self.encoder.draw(
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&model.slice,
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&self.figure_pipeline.pso,
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&figure::pipe::Data {
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vbuf: model.vbuf.clone(),
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locals: locals.buf.clone(),
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globals: globals.buf.clone(),
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bones: bones.buf.clone(),
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tgt_color: self.tgt_color_view.clone(),
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tgt_depth: self.tgt_depth_view.clone(),
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},
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);
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}
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/// Queue the rendering of the provided terrain chunk model in the upcoming frame.
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pub fn render_terrain_chunk(
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&mut self,
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model: &Model<terrain::TerrainPipeline>,
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globals: &Consts<Globals>,
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locals: &Consts<terrain::Locals>,
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) {
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self.encoder.draw(
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&model.slice,
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&self.terrain_pipeline.pso,
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&terrain::pipe::Data {
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vbuf: model.vbuf.clone(),
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locals: locals.buf.clone(),
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globals: globals.buf.clone(),
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tgt_color: self.tgt_color_view.clone(),
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tgt_depth: self.tgt_depth_view.clone(),
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},
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);
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}
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}
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struct GfxPipeline<P: gfx::pso::PipelineInit> {
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pso: gfx::pso::PipelineState<gfx_backend::Resources, P::Meta>,
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}
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/// Create a new pipeline from the provided vertex shader and fragment shader.
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fn create_pipeline<'a, P: gfx::pso::PipelineInit>(
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factory: &mut gfx_backend::Factory,
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pipe: P,
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vs: &[u8],
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fs: &[u8],
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) -> Result<GfxPipeline<P>, RenderError> {
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let program = factory
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.link_program(vs, fs)
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.map_err(|err| RenderError::PipelineError(gfx::PipelineStateError::Program(err)))?;
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Ok(GfxPipeline {
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pso: factory.create_pipeline_from_program(
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&program,
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gfx::Primitive::TriangleList,
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gfx::state::Rasterizer {
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front_face: gfx::state::FrontFace::CounterClockwise,
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cull_face: gfx::state::CullFace::Back,
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method: gfx::state::RasterMethod::Fill,
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offset: None,
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samples: Some(gfx::state::MultiSample),
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},
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pipe,
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)
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// Do some funky things to work around an oddity in gfx's error ownership rules
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.map_err(|err| RenderError::PipelineError(match err {
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gfx::PipelineStateError::Program(err) =>
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gfx::PipelineStateError::Program(err),
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gfx::PipelineStateError::DescriptorInit(err) =>
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gfx::PipelineStateError::DescriptorInit(err.into()),
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gfx::PipelineStateError::DeviceCreate(err) =>
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gfx::PipelineStateError::DeviceCreate(err),
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}))?,
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})
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}
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