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Readd needed qualifiers
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parent
120ee6b6c0
commit
9f6df715e7
@ -817,13 +817,13 @@ impl Renderer {
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mip_level_count: levels,
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mip_level_count: levels,
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sample_count,
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sample_count,
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dimension: wgpu::TextureDimension::D2,
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dimension: wgpu::TextureDimension::D2,
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format: TextureFormat::Rgba16Float,
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format: wgpu::TextureFormat::Rgba16Float,
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usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::RENDER_ATTACHMENT,
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usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::RENDER_ATTACHMENT,
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});
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});
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tex.create_view(&wgpu::TextureViewDescriptor {
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tex.create_view(&wgpu::TextureViewDescriptor {
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label: None,
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label: None,
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format: Some(TextureFormat::Rgba16Float),
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format: Some(wgpu::TextureFormat::Rgba16Float),
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dimension: Some(wgpu::TextureViewDimension::D2),
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dimension: Some(wgpu::TextureViewDimension::D2),
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// TODO: why is this not Color?
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// TODO: why is this not Color?
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aspect: wgpu::TextureAspect::All,
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aspect: wgpu::TextureAspect::All,
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@ -861,12 +861,12 @@ impl Renderer {
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mip_level_count: levels,
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mip_level_count: levels,
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sample_count,
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sample_count,
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dimension: wgpu::TextureDimension::D2,
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dimension: wgpu::TextureDimension::D2,
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format: TextureFormat::Depth32Float,
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format: wgpu::TextureFormat::Depth32Float,
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usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::RENDER_ATTACHMENT,
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usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::RENDER_ATTACHMENT,
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});
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});
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let tgt_depth_view = tgt_depth_tex.create_view(&wgpu::TextureViewDescriptor {
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let tgt_depth_view = tgt_depth_tex.create_view(&wgpu::TextureViewDescriptor {
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label: None,
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label: None,
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format: Some(TextureFormat::Depth32Float),
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format: Some(wgpu::TextureFormat::Depth32Float),
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dimension: Some(wgpu::TextureViewDimension::D2),
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dimension: Some(wgpu::TextureViewDimension::D2),
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aspect: wgpu::TextureAspect::DepthOnly,
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aspect: wgpu::TextureAspect::DepthOnly,
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base_mip_level: 0,
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base_mip_level: 0,
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@ -885,13 +885,13 @@ impl Renderer {
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mip_level_count: levels,
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mip_level_count: levels,
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sample_count,
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sample_count,
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dimension: wgpu::TextureDimension::D2,
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dimension: wgpu::TextureDimension::D2,
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format: TextureFormat::Depth32Float,
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format: wgpu::TextureFormat::Depth32Float,
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
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});
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});
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// TODO: Consider no depth buffer for the final draw to the window?
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// TODO: Consider no depth buffer for the final draw to the window?
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let win_depth_view = win_depth_tex.create_view(&wgpu::TextureViewDescriptor {
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let win_depth_view = win_depth_tex.create_view(&wgpu::TextureViewDescriptor {
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label: None,
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label: None,
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format: Some(TextureFormat::Depth32Float),
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format: Some(wgpu::TextureFormat::Depth32Float),
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dimension: Some(wgpu::TextureViewDimension::D2),
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dimension: Some(wgpu::TextureViewDimension::D2),
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aspect: wgpu::TextureAspect::DepthOnly,
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aspect: wgpu::TextureAspect::DepthOnly,
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base_mip_level: 0,
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base_mip_level: 0,
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