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@ -3,7 +3,7 @@ use vulkano::command_buffer::AutoCommandBufferBuilder;
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use vulkano::descriptor::descriptor_set::{PersistentDescriptorSet, StdDescriptorPoolAlloc};
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use vulkano::descriptor::descriptor_set::{PersistentDescriptorSet, StdDescriptorPoolAlloc};
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use vulkano::device::{Device, DeviceExtensions, QueuesIter, Queue};
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use vulkano::device::{Device, DeviceExtensions, QueuesIter, Queue};
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use vulkano::instance::{Instance, InstanceExtensions, PhysicalDevice, QueueFamily};
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use vulkano::instance::{Instance, InstanceExtensions, PhysicalDevice, QueueFamily};
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use vulkano::pipeline::ComputePipeline;
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use vulkano::pipeline::{ComputePipeline, GraphicsPipeline};
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use vulkano::sync::GpuFuture;
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use vulkano::sync::GpuFuture;
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use vulkano::sync;
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use vulkano::sync;
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use std::time::SystemTime;
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use std::time::SystemTime;
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@ -15,14 +15,17 @@ use image::{DynamicImage, ImageBuffer};
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use image::GenericImageView;
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use image::GenericImageView;
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use vulkano::descriptor::pipeline_layout::PipelineLayout;
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use vulkano::descriptor::pipeline_layout::PipelineLayout;
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use image::GenericImage;
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use image::GenericImage;
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use shade_runner::{ComputeLayout, CompileError};
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use shade_runner::{ComputeLayout, CompileError, FragLayout};
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use vulkano::descriptor::descriptor_set::PersistentDescriptorSetBuf;
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use vulkano::descriptor::descriptor_set::PersistentDescriptorSetBuf;
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use shaderc::CompileOptions;
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use shaderc::CompileOptions;
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use vulkano::framebuffer::Subpass;
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use vulkano::pipeline::shader::GraphicsShaderType;
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pub struct VkProcessor<'a> {
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pub struct VkProcessor<'a> {
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pub instance: Arc<Instance>,
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pub instance: Arc<Instance>,
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pub physical: PhysicalDevice<'a>,
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pub physical: PhysicalDevice<'a>,
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pub pipeline: Option<Arc<ComputePipeline<PipelineLayout<shade_runner::layouts::ComputeLayout>>>>,
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pub pipeline: Option<Arc<ComputePipeline<PipelineLayout<shade_runner::layouts::ComputeLayout>>>>,
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pub compute_pipeline: (),
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pub device: Arc<Device>,
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pub device: Arc<Device>,
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pub queues: QueuesIter,
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pub queues: QueuesIter,
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pub queue: Arc<Queue>,
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pub queue: Arc<Queue>,
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@ -47,6 +50,7 @@ impl<'a> VkProcessor<'a> {
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instance: instance.clone(),
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instance: instance.clone(),
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physical: physical.clone(),
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physical: physical.clone(),
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pipeline: Option::None,
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pipeline: Option::None,
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compute_pipeline: Option::None,
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device: device,
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device: device,
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queue: queues.next().unwrap(),
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queue: queues.next().unwrap(),
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queues: queues,
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queues: queues,
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@ -88,6 +92,103 @@ impl<'a> VkProcessor<'a> {
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vulkano::pipeline::shader::ShaderModule::from_words(self.device.clone(), &shader.compute)
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vulkano::pipeline::shader::ShaderModule::from_words(self.device.clone(), &shader.compute)
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}.unwrap();
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}.unwrap();
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let compute_pipeline = Arc::new({
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unsafe {
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ComputePipeline::new(self.device.clone(), &x.compute_entry_point(
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CStr::from_bytes_with_nul_unchecked(b"main\0"),
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vulkano_entry.compute_layout), &(),
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).unwrap()
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}
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});
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self.compute_pipeline = Some(compute_pipeline);
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}
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pub fn compile_shaders(&mut self, filename: String) {
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let project_root =
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std::env::current_dir()
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.expect("failed to get root directory");
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let mut shader_path = project_root.clone();
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shader_path.push(PathBuf::from("resources/shaders/"));
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let mut vertex_shader_path = project_root.clone()
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.push(PathBuf::from("resources/shaders/"));
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vertex_shader_path.push(PathBuf::from(filename.clone()));
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vertex_shader_path.push(PathBuf::from(".vertex"));
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let mut fragment_shader_path = project_root.clone()
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.push(PathBuf::from("resources/shaders/"));
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vertex_shader_path.push(PathBuf::from(filename.clone()));
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vertex_shader_path.push(PathBuf::from(".fragment"));
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let mut options = CompileOptions::new().ok_or(CompileError::CreateCompiler).unwrap();
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options.add_macro_definition("SETTING_POS_X", Some("0"));
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options.add_macro_definition("SETTING_POS_Y", Some("1"));
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options.add_macro_definition("SETTING_BUCKETS_START", Some("2"));
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options.add_macro_definition("SETTING_BUCKETS_LEN", Some("2"));
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let shader =
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sr::load(vertex_shader_path, fragment_shader_path)
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.expect("Failed to compile");
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let vulkano_entry =
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sr::parse(&shader)
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.expect("failed to parse");
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let x = unsafe {
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vulkano::pipeline::shader::ShaderModule::from_words(self.device.clone(), &shader.fragment)
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}.unwrap();
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let frag_entry_point = unsafe {
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&x.graphics_entry_point(CStr::from_bytes_with_nul_unchecked(b"main\0"),
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vulkano_entry.frag_input,
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vulkano_entry.frag_output,
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vulkano_entry.frag_layout, GraphicsShaderType::Fragment)
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};
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let vert_entry_point = unsafe {
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&x.graphics_entry_point(CStr::from_bytes_with_nul_unchecked(b"main\0"),
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vulkano_entry.frag_input,
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vulkano_entry.frag_output,
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vulkano_entry.frag_layout, GraphicsShaderType::Fragment)
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};
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// Before we draw we have to create what is called a pipeline. This is similar to an OpenGL
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// program, but much more specific.
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self.pipeline = Option::Some(Arc::new(GraphicsPipeline::start()
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// We need to indicate the layout of the vertices.
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// The type `SingleBufferDefinition` actually contains a template parameter corresponding
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// to the type of each vertex. But in this code it is automatically inferred.
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.vertex_input_single_buffer()
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// A Vulkan shader can in theory contain multiple entry points, so we have to specify
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// which one. The `main` word of `main_entry_point` actually corresponds to the name of
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// the entry point.
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.vertex_shader(vert_entry_point, ())
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// The content of the vertex buffer describes a list of triangles.
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.triangle_list()
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// Use a resizable viewport set to draw over the entire window
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.viewports_dynamic_scissors_irrelevant(1)
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// See `vertex_shader`.
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.fragment_shader(frag_entry_point, ())
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// We have to indicate which subpass of which render pass this pipeline is going to be used
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// in. The pipeline will only be usable from this particular subpass.
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.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
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// Now that our builder is filled, we call `build()` to obtain an actual pipeline.
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.build(device.clone())
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.unwrap()));
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let x = unsafe {
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vulkano::pipeline::shader::ShaderModule::from_words(self.device.clone(), &shader.fragment)
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}.unwrap();
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let pipeline = Arc::new({
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let pipeline = Arc::new({
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unsafe {
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unsafe {
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ComputePipeline::new(self.device.clone(), &x.compute_entry_point(
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ComputePipeline::new(self.device.clone(), &x.compute_entry_point(
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@ -179,6 +280,37 @@ impl<'a> VkProcessor<'a> {
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self.settings_buffer = Some(settings_buffer);
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self.settings_buffer = Some(settings_buffer);
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}
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}
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pub fn create_renderpass(&mut self) {
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let render_pass = Arc::new(vulkano::single_pass_renderpass!(
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self.device.clone(),
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attachments: {
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// `color` is a custom name we give to the first and only attachment.
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color: {
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// `load: Clear` means that we ask the GPU to clear the content of this
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// attachment at the start of the drawing.
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load: Clear,
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// `store: Store` means that we ask the GPU to store the output of the draw
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// in the actual image. We could also ask it to discard the result.
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store: Store,
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// `format: <ty>` indicates the type of the format of the image. This has to
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// be one of the types of the `vulkano::format` module (or alternatively one
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// of your structs that implements the `FormatDesc` trait). Here we use the
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// same format as the swapchain.
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format: swapchain.format(),
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// TODO:
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samples: 1,
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}
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},
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pass: {
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// We use the attachment named `color` as the one and only color attachment.
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color: [color],
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// No depth-stencil attachment is indicated with empty brackets.
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depth_stencil: {}
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}
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).unwrap());
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}
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pub fn run_kernel(&mut self) {
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pub fn run_kernel(&mut self) {
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println!("Running Kernel...");
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println!("Running Kernel...");
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