pub struct OutlineMaskProcessor {
    label: DebugLabel,
    mask_texture: Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>,
    mask_depth: Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>,
    voronoi_textures: [Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>; 2],
    bind_group_jumpflooding_init: GpuBindGroup,
    bind_group_jumpflooding_steps: Vec<GpuBindGroup>,
    render_pipeline_jumpflooding_init: GpuRenderPipelineHandle,
    render_pipeline_jumpflooding_step: GpuRenderPipelineHandle,
}

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§label: DebugLabel§mask_texture: Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>§mask_depth: Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>§voronoi_textures: [Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>; 2]§bind_group_jumpflooding_init: GpuBindGroup§bind_group_jumpflooding_steps: Vec<GpuBindGroup>§render_pipeline_jumpflooding_init: GpuRenderPipelineHandle§render_pipeline_jumpflooding_step: GpuRenderPipelineHandle

Implementations§

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impl OutlineMaskProcessor

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pub const MASK_FORMAT: TextureFormat = wgpu::TextureFormat::Rg8Uint

Format of the outline mask target.

Two channels with each 256 object ids.

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pub const MASK_DEPTH_FORMAT: TextureFormat = ViewBuilder::MAIN_TARGET_DEPTH_FORMAT

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pub const MASK_DEPTH_STATE: Option<DepthStencilState> = _

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const VORONOI_FORMAT: TextureFormat = wgpu::TextureFormat::Rgba16Float

Holds two pairs of pixel coordinates (one for each layer).

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pub fn mask_default_msaa_state(tier: &DeviceCaps) -> MultisampleState

Default MSAA state for the outline mask target.

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pub fn mask_sample_count(tier: &DeviceCaps) -> u32

Number of MSAA samples used for the outline mask target.

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pub fn new( ctx: &RenderContext, config: &OutlineConfig, view_name: &DebugLabel, resolution_in_pixel: [u32; 2] ) -> Self

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pub fn final_voronoi_texture( &self ) -> &Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>

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pub fn start_mask_render_pass<'a>( &'a self, encoder: &'a mut CommandEncoder ) -> RenderPass<'a>

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pub fn compute_outlines( &self, pipelines: &StaticResourcePoolReadLockAccessor<'_, GpuRenderPipelineHandle, RenderPipeline>, encoder: &mut CommandEncoder ) -> Result<(), PoolError>

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fn create_bind_group_jumpflooding_init( ctx: &RenderContext, instance_label: &DebugLabel, mask_texture: &Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>> ) -> (GpuBindGroup, GpuBindGroupLayoutHandle)

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fn create_bind_groups_for_jumpflooding_steps( config: &OutlineConfig, ctx: &RenderContext, instance_label: &DebugLabel, voronoi_textures: &[Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>; 2] ) -> (Vec<GpuBindGroup>, GpuBindGroupLayoutHandle)

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