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https://github.com/gfx-rs/wgpu.git
synced 2024-11-21 14:23:32 +00:00
Fix set_push_constants
for render bundles (#6540)
This commit is contained in:
parent
0b82776947
commit
2389106a75
@ -1,5 +1,8 @@
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use std::mem::size_of;
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use std::num::NonZeroU64;
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use std::num::NonZeroU64;
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use wgpu::util::RenderEncoder;
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use wgpu::*;
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use wgpu_test::{gpu_test, GpuTestConfiguration, TestParameters, TestingContext};
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use wgpu_test::{gpu_test, GpuTestConfiguration, TestParameters, TestingContext};
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/// We want to test that partial updates to push constants work as expected.
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/// We want to test that partial updates to push constants work as expected.
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@ -153,3 +156,219 @@ async fn partial_update_test(ctx: TestingContext) {
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// second 4 floats the first update
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// second 4 floats the first update
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assert_eq!(floats, [1.0, 2.0, 3.0, 4.0, 1.0, 5.0, 3.0, 4.0]);
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assert_eq!(floats, [1.0, 2.0, 3.0, 4.0, 1.0, 5.0, 3.0, 4.0]);
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}
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}
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#[gpu_test]
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static RENDER_PASS_TEST: GpuTestConfiguration = GpuTestConfiguration::new()
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.parameters(
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TestParameters::default()
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.features(Features::PUSH_CONSTANTS | Features::VERTEX_WRITABLE_STORAGE)
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.limits(wgpu::Limits {
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max_push_constant_size: 64,
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..Default::default()
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}),
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)
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.run_async(move |ctx| async move {
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for use_render_bundle in [false, true] {
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render_pass_test(&ctx, use_render_bundle).await;
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}
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});
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// This shader simply moves the values from vector_constants and push_constants into the
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// result buffer. It expects to be called 4 times (with vector_index in 0..4) with its
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// topology being PointList, so that each vertex shader call leads to exactly one fragment
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// call.
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const SHADER2: &str = "
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const POSITION: vec4f = vec4f(0, 0, 0, 1);
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struct PushConstants {
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vertex_constants: vec4i,
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fragment_constants: vec4i,
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}
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var<push_constant> push_constants: PushConstants;
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@group(0) @binding(0) var<storage, read_write> result: array<i32>;
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struct VertexOutput {
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@builtin(position) position: vec4f,
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@location(0) index: u32,
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}
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@vertex fn vertex(
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@builtin(vertex_index) ix: u32,
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) -> VertexOutput {
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result[ix] = push_constants.vertex_constants[ix];
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return VertexOutput(POSITION, ix);
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}
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@fragment fn fragment(
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@location(0) ix: u32,
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) -> @location(0) vec4f {
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result[ix + 4u] = push_constants.fragment_constants[ix];
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return vec4f();
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}
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";
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async fn render_pass_test(ctx: &TestingContext, use_render_bundle: bool) {
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let output_buffer = ctx.device.create_buffer(&BufferDescriptor {
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label: Some("output buffer"),
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size: 8 * size_of::<u32>() as BufferAddress,
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usage: BufferUsages::STORAGE | BufferUsages::COPY_SRC,
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mapped_at_creation: false,
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});
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let cpu_buffer = ctx.device.create_buffer(&BufferDescriptor {
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label: Some("cpu buffer"),
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size: output_buffer.size(),
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usage: BufferUsages::COPY_DST | BufferUsages::MAP_READ,
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mapped_at_creation: false,
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});
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// We need an output texture, even though we're not ever going to look at it.
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let output_texture = ctx.device.create_texture(&TextureDescriptor {
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size: Extent3d {
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width: 2,
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height: 2,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: TextureDimension::D2,
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format: TextureFormat::Rgba8UnormSrgb,
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usage: TextureUsages::RENDER_ATTACHMENT,
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label: Some("Output Texture"),
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view_formats: &[],
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});
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let output_texture_view = output_texture.create_view(&Default::default());
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let shader = ctx.device.create_shader_module(ShaderModuleDescriptor {
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label: Some("Shader"),
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source: ShaderSource::Wgsl(SHADER2.into()),
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});
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let bind_group_layout = ctx
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.device
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.create_bind_group_layout(&BindGroupLayoutDescriptor {
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label: None,
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entries: &[BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::VERTEX_FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Storage { read_only: false },
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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});
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let render_pipeline_layout = ctx
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.device
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.create_pipeline_layout(&PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[PushConstantRange {
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stages: ShaderStages::VERTEX_FRAGMENT,
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range: 0..8 * size_of::<u32>() as u32,
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}],
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..Default::default()
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});
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let pipeline = ctx
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.device
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.create_render_pipeline(&RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: VertexState {
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module: &shader,
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entry_point: None,
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buffers: &[],
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compilation_options: Default::default(),
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},
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fragment: Some(FragmentState {
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module: &shader,
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entry_point: None,
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targets: &[Some(output_texture.format().into())],
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compilation_options: Default::default(),
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}),
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primitive: PrimitiveState {
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topology: PrimitiveTopology::PointList,
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..Default::default()
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},
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depth_stencil: None,
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multisample: MultisampleState::default(),
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multiview: None,
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cache: None,
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});
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let render_pass_desc = RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(RenderPassColorAttachment {
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view: &output_texture_view,
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resolve_target: None,
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ops: Operations {
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load: LoadOp::Clear(Color::default()),
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store: StoreOp::Store,
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},
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})],
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..Default::default()
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};
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let bind_group = ctx.device.create_bind_group(&BindGroupDescriptor {
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label: Some("bind group"),
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layout: &pipeline.get_bind_group_layout(0),
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entries: &[BindGroupEntry {
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binding: 0,
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resource: output_buffer.as_entire_binding(),
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}],
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});
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let data: Vec<i32> = (0..8).map(|i| (i * i) - 1).collect();
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fn do_encoding<'a>(
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encoder: &mut dyn RenderEncoder<'a>,
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pipeline: &'a RenderPipeline,
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bind_group: &'a BindGroup,
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data: &'a Vec<i32>,
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) {
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let data_as_u8: &[u8] = bytemuck::cast_slice(data.as_slice());
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encoder.set_pipeline(pipeline);
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encoder.set_push_constants(ShaderStages::VERTEX_FRAGMENT, 0, data_as_u8);
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encoder.set_bind_group(0, Some(bind_group), &[]);
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encoder.draw(0..4, 0..1);
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}
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let mut command_encoder = ctx
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.device
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.create_command_encoder(&CommandEncoderDescriptor::default());
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{
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let mut render_pass = command_encoder.begin_render_pass(&render_pass_desc);
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if use_render_bundle {
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// Execute the commands in a render_bundle_encoder.
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let mut render_bundle_encoder =
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ctx.device
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.create_render_bundle_encoder(&RenderBundleEncoderDescriptor {
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color_formats: &[Some(output_texture.format())],
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sample_count: 1,
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..RenderBundleEncoderDescriptor::default()
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});
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do_encoding(&mut render_bundle_encoder, &pipeline, &bind_group, &data);
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let render_bundle = render_bundle_encoder.finish(&RenderBundleDescriptor::default());
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render_pass.execute_bundles([&render_bundle]);
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} else {
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// Execute the commands directly.
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do_encoding(&mut render_pass, &pipeline, &bind_group, &data);
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}
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}
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// Move the result to the cpu buffer, so that we can read them.
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command_encoder.copy_buffer_to_buffer(&output_buffer, 0, &cpu_buffer, 0, output_buffer.size());
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let command_buffer = command_encoder.finish();
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ctx.queue.submit([command_buffer]);
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cpu_buffer.slice(..).map_async(MapMode::Read, |_| ());
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ctx.async_poll(wgpu::Maintain::wait())
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.await
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.panic_on_timeout();
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let mapped_data = cpu_buffer.slice(..).get_mapped_range();
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let result = bytemuck::cast_slice::<u8, i32>(&mapped_data).to_vec();
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drop(mapped_data);
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cpu_buffer.unmap();
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assert_eq!(&result, &data);
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}
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@ -543,8 +543,8 @@ impl RenderBundleEncoder {
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label: desc.label.as_ref().map(|cow| cow.to_string()),
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label: desc.label.as_ref().map(|cow| cow.to_string()),
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commands,
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commands,
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dynamic_offsets: flat_dynamic_offsets,
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dynamic_offsets: flat_dynamic_offsets,
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string_data: Vec::new(),
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string_data: self.base.string_data,
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push_constant_data: Vec::new(),
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push_constant_data: self.base.push_constant_data,
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},
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},
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is_depth_read_only: self.is_depth_read_only,
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is_depth_read_only: self.is_depth_read_only,
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is_stencil_read_only: self.is_stencil_read_only,
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is_stencil_read_only: self.is_stencil_read_only,
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