fn build_warp_pipeline_from_wgsl(
device: &Device,
pipeline_layout: &PipelineLayout,
target_format: TextureFormat,
source: &str,
) -> Result<RenderPipeline>Expand description
Build the wgpu render pipeline. Vertex layout matches WarpVertex
(pos_clip at @location(0), uv_warp at @location(1)); fragment
targets target_format with BlendState::REPLACE (the warp pass
owns the entire render target).