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#![allow(dead_code)]
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#![allow(unused_variables)]
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#![allow(unused_mut)]
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extern crate cgmath;
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extern crate image;
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extern crate nalgebra as na;
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extern crate rand;
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extern crate sfml;
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extern crate time;
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use sfml::system::*;
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use vulkano::sync;
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use crate::timer::Timer;
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use vulkano::instance::{Instance};
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use vulkano::sync::GpuFuture;
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use winit::{EventsLoop, WindowBuilder, WindowEvent, Event, DeviceEvent, VirtualKeyCode, ElementState};
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use winit::dpi::LogicalSize;
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use vulkano_win::VkSurfaceBuild;
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use sprite::Sprite;
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use crate::canvas::CanvasFrame;
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use crate::compu_wip::{CompuSprite, ComputeFrame, CompuBuffers, CompuState};
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mod util;
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mod slider;
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mod timer;
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mod input;
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mod vkprocessor;
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mod button;
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mod vertex_2d;
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mod vertex_3d;
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mod sprite;
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mod canvas;
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mod compu_wip;
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/*
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Alright, what the hell do I do next...
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Canvas works, but I want to use CPU accessible buffer instead of immutable buffer
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I think it would be faster if we reuse fewer oversized buffers than vis versa
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Texturing is broken
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Compute is running in the background, but don't have a way to draw it.
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Would like to draw it to a sprite???
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8/13 :
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Okay. So I've decided to keep compute image and compute kernel in their own 'canvas'
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Canvas still needs to be cleaned up. I would like a contract type of thing going on
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with the loaded textures. Where you need to request a texture_handle from vkprocessor
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to attach to a Sprite. The problem is kinda what I do with the swap image. I only need
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a reference to it and the general buffer coming back from the compute kernel. I could
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continue to hold the image in the Canvas, and just give out an ID when a Sprite wants it.
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The issue here is that kinda muddles the API a bit. I would need to do something like
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8/27 :
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But I dont always want to draw a computable...
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Which I guess is fine. I could have another datatype implement computable
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CompuSprite
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-> Drawable, Computable
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TxturSprite
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-> Drawable
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ColorSprite
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-> Drawable
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Computable
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-> get pipeline id (need to assoc. compiled kernel)
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->
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Drawable
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-> get texture id
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-> get image id
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-> get color
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-> get vertices
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Computable
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get data
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set data?
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set settings?
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get swap image id
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Drawable:
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get vertices
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get color
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get texture id
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get descriptor set
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need some sort of computable interface for the Sprite. It already has drawable
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so why not computable
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Pipeline is the compiled kernel/shader
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in the shaders case, it has the vertex definition, constants, and the compiled code
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in kernel, its just constants and compiled code
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Descriptor set holds the buffers which we will pass to the pipeline
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rw and settings buffers for the compu
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texture buffer for the textured
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image buffer for the image (swap)
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Need to have certain stages in the building of the command buffer.
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(Z level????)
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1.) computes
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2.) compute swaps
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3.) render images
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4.) render textures
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5.) render solids
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So to start with we need to know the compute data which we want to run and the kernel we want to run it on. We combine the buffers along with the pipeline generated from the compiled kernel and get
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the descriptor set. We also need the XY for the compute run
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CompuSprite
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holds the image handle
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impl's drawable
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CompuBuffers
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holds the buffer handles
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creates the descriptor set?
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CompuState
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holds the compute buffers
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holds the compute kernels
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ComputeFrame
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preserves order of entered elements
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holds compute buffer ids and their tied kernel ids
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holds compute buffer ids, their swap image ids and their kernel ids
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holds compute buffer ids, their swap buffer ids, and their kernel ids
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// Creates the compu sprite with an associated image stored in canvas
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let compu_sprite = CompuSprite::new(&mut canvas)
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// Compiles and stores the kernel in CompuState
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// Returns the handle to the stored kernel (immutable at this state probably)
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let KernelID = ComputeState.new_kernel(kernel_path)
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// Pushes the data to the GPU and returns a handle
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let ComputeBuffer_1 = ComputeState.new_compute_buffer(input_data, input_settings)
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// One by one, assign the buffers to their kernels for run
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ComputeFrame.add(ComputeBuffer_1, KernelID)
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// If the buffer needs to be swapped in first
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ComputeFrame.add_with_buffer_swap(ComputeBuffer_1, ComputeBuffer_2, KernelID)
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// If the buffer should be swappd out to an image after it computes
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ComputeFrame.add_with_image_swap(ComputeBuffer_1, compu_sprite, KernelID)
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CompuState.compute()
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// Full example if API:
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CompuFrame.add(ComputeBuffer1ID, Kernel1ID)
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CompuFrame.add(ComputeBuffer2ID, Kernel2ID)
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CompuFrame.add_with_image_swap(ComputeBuffer1ID, CompuSprite, KernelID)
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CanvasFrame.draw(Sprite1)
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CanvasFrame.draw(Sprite2)
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CanvasFrame.draw(CompuSprite)
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vkprocessor.run(CanvasFrame, CompuFrame)
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*/
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fn main() {
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let instance = {
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let extensions = vulkano_win::required_extensions();
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Instance::new(None, &extensions, None).unwrap()
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};
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let mut events_loop = EventsLoop::new();
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let mut surface = WindowBuilder::new()
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.with_dimensions(LogicalSize::from((800, 800)))
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.build_vk_surface(&events_loop, instance.clone()).unwrap();
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let mut window = surface.window();
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let mut processor = vkprocessor::VkProcessor::new(&instance, &surface);
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processor.compile_kernel(String::from("simple-edge.compute"));
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processor.load_compute_image(String::from("background.jpg"));
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processor.load_textures(String::from("funky-bird.jpg"));
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processor.create_swapchain(&surface);
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let mut timer = Timer::new();
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let mut frame_future = Box::new(sync::now(processor.device.clone())) as Box<dyn GpuFuture>;
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let step_size: f32 = 0.005;
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let mut elapsed_time: f32;
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let mut delta_time: f32;
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let mut accumulator_time: f32 = 0.0;
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let mut current_time: f32 = timer.elap_time();
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let mut mouse_xy = Vector2i::new(0,0);
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let sprite = Sprite::new_with_color((0.,0.), (0.1,0.1), (1.,0.,0.,1.));
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let sprite2 = Sprite::new_with_color((-1.,-0.5), (0.1,0.1), (0.,1.,0.,1.));
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/*
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I need to get the image id from the CompuState
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But the CompuState is owned by the vkprocessor I think...
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I will also need to get the texture id
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*/
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let compu_sprite1 = CompuSprite::new((-1.,-0.5), (0.1,0.1));
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while let Some(p) = window.get_position() {
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elapsed_time = timer.elap_time();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if delta_time > 0.02 {
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delta_time = 0.02;
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}
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accumulator_time += delta_time;
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while (accumulator_time - step_size) >= step_size {
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accumulator_time -= step_size;
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}
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println!("{}", delta_time);
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let mut exit = false;
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events_loop.poll_events(|event| {
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match event {
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Event::WindowEvent { event: WindowEvent::CloseRequested, .. } =>
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{
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exit = true;
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},
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Event::WindowEvent { event: WindowEvent::Resized(_), .. } => {
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processor.recreate_swapchain(&surface);
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},
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Event::DeviceEvent { event: DeviceEvent::Key(keyboard_input), .. } => {
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match keyboard_input.virtual_keycode.unwrap() {
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VirtualKeyCode::A => {
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if keyboard_input.state == ElementState::Pressed {
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processor.save_edges_image();
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}
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}
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_ => ()
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}
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},
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// Event::DeviceEvent { event: DeviceEvent::Button(mouse_input), .. } => {
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// mouse_xy.x
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// },
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_ => ()
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}
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});
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if exit {
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return;
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}
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let mut canvas = CanvasFrame::new();
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canvas.draw(&sprite);
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canvas.draw(&sprite2);
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(frame_future) = processor.run(&surface, frame_future, canvas);
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}
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}
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