PerPixelPipeline

Struct PerPixelPipeline 

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pub struct PerPixelPipeline {
    device: Device,
    queue: Queue,
    render_pipeline: Option<RenderPipeline>,
    bind_group_layout: BindGroupLayout,
    bind_group: Option<BindGroup>,
    vars_buffer: Buffer,
    vars: PixelVarsUniform,
    input_texture: Option<Texture>,
    output_texture: Option<Texture>,
    sampler: Sampler,
    width: u32,
    height: u32,
}
Expand description

Per-pixel rendering pipeline

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§device: Device§queue: Queue§render_pipeline: Option<RenderPipeline>§bind_group_layout: BindGroupLayout§bind_group: Option<BindGroup>§vars_buffer: Buffer§vars: PixelVarsUniform§input_texture: Option<Texture>§output_texture: Option<Texture>§sampler: Sampler§width: u32§height: u32

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impl PerPixelPipeline

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pub fn new( device: Device, queue: Queue, width: u32, height: u32, ) -> Result<Self>

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pub fn set_shader(&mut self, shader_module: &ShaderModule) -> Result<()>

Set the shader module from compiled WGSL

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pub fn update_vars(&mut self, vars: PixelVarsUniform)

Update uniform variables

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pub fn set_input_texture(&mut self, texture: Texture)

Set input texture

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fn update_bind_group(&mut self)

Update bind group with current textures

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pub fn render(&mut self, output_view: &TextureView) -> Result<()>

Render per-pixel effects

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