The fused pass hands a fragment a colour and no coordinate. That is what buys one dispatch for a whole edit, and it is also a wall: sharpening, noise reduction, clarity, texture, dehaze and spot removal are each defined by what the neighbours are doing, and FR-DEV-3 and FR-DEV-8 ask for all six. None of them could be written at any price. So there is now a detail stage. An operation implements `Operation` for its parameters exactly as before — the panel, the sidecar, the history and the presets all work unchanged — and additionally returns `Affects::Detail` and a `DetailStage` yielding one pass per dispatch. `Affects` grows the third variant `docs/requirements.md:250` designed and nothing had cut. Where the stage sits is a colour-science decision, not an arrangement of convenience. It runs after every point operation and every mask layer, so an amount chosen against a tone curve survives the curve moving; in linear sRGB after the camera matrix, because camera RGB has no luminance to sharpen against; and before the output transform and the clip, because FR-DEV-2 allows one quantisation and a highlight clipped before a convolution grows a dark ring. The fused pass therefore ends one of two ways, and when a detail stage follows it hands on unclipped f16 and the last detail pass encodes. At render resolution rather than on the source, which is the whole of FR-DSP-1: a pass before the framing prologue would cost 24 MP to draw a 2 MP preview. `RenderScale` is what makes that survivable — a radius is stored as a fraction of the frame's shorter edge, exactly as a mask feather already is, or as a count of source pixels, and converted per render. It also reports when a radius is smaller than a proxy pixel rather than drawing a plausible lie; zooming to 1:1 makes the preview exact with no second path. `Invalidation` gives FR-DEV-3d something to mean. Moving a detail parameter leaves the colour key alone, so `AdjustPass` keeps the linear intermediate and skips the fused dispatch: dragging a sharpening slider costs a convolution. Moving exposure does re-run the detail passes, because they read what the colour pass wrote, and there is no arrangement of keys that avoids it while keeping sharpening after tone. Validated by a separable box blur that is not a develop operation, behind the `detail-probe` feature and absent from a shipping build. An abstraction with no consumer is a guess; a box blur's answer is known in closed form, so the tests assert every byte of the ramp rather than that the edge got softer. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
397 lines
16 KiB
Rust
397 lines
16 KiB
Rust
//! The detail stage — running `dr-pipeline`'s neighbourhood passes.
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//!
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//! Where [`crate::AdjustPass`] fuses every point operation into one dispatch,
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//! this runs the operations that cannot be fused because they read pixels they
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//! are not writing: sharpening, noise reduction, clarity, texture, dehaze,
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//! spot removal (FR-DEV-3, FR-DEV-8). `dr_pipeline::detail` decides *what* they
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//! are and generates their WGSL; this compiles it, finds it somewhere to
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//! write, and dispatches it.
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//!
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//! # Nothing round-trips
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//!
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//! Every intermediate here is a `wgpu::Texture` and none of them is ever
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//! mapped. The chain is `demosaiced -> fused -> f16 -> f16 -> ... -> rgba8`,
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//! all of it on the device, and the last write lands in the same texture the
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//! compositor was already being handed. ARCH §6.1 and FR-DEV-4 are satisfied
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//! by there being no code here that could violate them, which is the only
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//! guarantee worth having.
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//!
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//! # Following the mask pass rather than inventing a second pattern
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//!
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//! `mask.rs` established how multi-target work is done in this crate, and this
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//! copies it deliberately:
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//!
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//! - **One encoder for the whole chain.** The mask pass rasterises every layer
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//! into one command buffer and submits once; this does the same for every
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//! pass. Submission order is the only synchronisation either needs, because
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//! both write and then read through the same queue.
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//! - **Textures reallocated on size change, never per frame.** `ensure_array`
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//! there, [`Intermediates::ensure`] here. Steady-state rendering at one
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//! viewport size allocates nothing.
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//! - **An allocation counter that exists to be asserted on.** Reallocating per
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//! frame instead of per resize costs a great deal of bandwidth and shows up
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//! nowhere in the output, which is exactly the kind of regression that needs
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//! a test that can see it.
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//! - **Pipelines cached by structure hash**, as `AdjustPass` caches its own.
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//! Moving a slider re-uploads a uniform buffer; it does not recompile.
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//!
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//! # The ping-pong, and why there are at most three textures
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//!
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//! Slot 0 holds what the fused colour pass wrote. It is kept **across frames**,
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//! which is what makes [`dr_pipeline::Affects::Detail`] mean something: when
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//! only a detail parameter has moved, the colour key is unchanged, the fused
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//! dispatch is skipped, and dragging a sharpening slider costs the detail
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//! passes alone (FR-DEV-3d).
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//!
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//! The remaining passes alternate between slots 1 and 2, and the last one
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//! writes the display texture directly rather than an intermediate — so a
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//! chain of *N* passes costs *N* dispatches and not *N* + 1, and there is no
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//! resolve pass to pay for. That leaves the allocation at `1 + min(N-1, 2)`
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//! textures: one for a single-pass operation, two for a separable blur, three
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//! however long the chain gets after that.
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use std::collections::HashMap;
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use dr_pipeline::detail::{ComposedDetail, ComposedDetailPass};
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use wgpu::util::DeviceExt as _;
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use crate::{GpuContext, GpuError};
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/// The format every intermediate carries.
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///
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/// The same `Rgba16Float` the demosaicer produces and the same one ARCH §5.2
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/// names as the working precision (FR-DEV-2). It is not a free choice: the
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/// stage exists between the colour pass and the output transform precisely so
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/// that a kernel runs on linear values at full internal precision, and an
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/// 8-bit intermediate would quantise twice and convolve display-encoded
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/// numbers — which is how sharpening comes to band a clear sky.
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pub const INTERMEDIATE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba16Float;
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/// One linear working texture.
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struct Slot {
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#[allow(dead_code)]
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texture: wgpu::Texture,
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view: wgpu::TextureView,
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}
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/// The pool of linear intermediates, sized to the chain and the viewport.
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struct Intermediates {
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slots: Vec<Slot>,
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width: u32,
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height: u32,
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allocations: usize,
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}
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impl Intermediates {
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fn new() -> Self {
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Self {
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slots: Vec::new(),
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width: 0,
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height: 0,
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allocations: 0,
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}
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}
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/// Make sure `count` textures of this size exist.
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///
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/// Grows but never shrinks within a size: an edit that briefly had a
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/// three-pass chain and then a one-pass one keeps the spare texture rather
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/// than freeing and reallocating it the next time the user turns the
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/// operation back on. A size change drops the lot, because none of them
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/// fits any more.
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fn ensure(&mut self, ctx: &GpuContext, count: usize, width: u32, height: u32) {
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if self.width != width || self.height != height {
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self.slots.clear();
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self.width = width;
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self.height = height;
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}
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while self.slots.len() < count {
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let texture = ctx.device.create_texture(&wgpu::TextureDescriptor {
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label: Some("detail-intermediate"),
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size: wgpu::Extent3d {
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width,
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height,
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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: wgpu::TextureDimension::D2,
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format: INTERMEDIATE_FORMAT,
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// STORAGE_BINDING to be written by a compute pass and
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// TEXTURE_BINDING to be read by the next one. Nothing else:
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// no RENDER_ATTACHMENT, because unlike the adjust pass's
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// output these are never handed to a compositor, and no
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// COPY_SRC, because nothing reads them back — that is the
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// point (ARCH §6.1).
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usage: wgpu::TextureUsages::STORAGE_BINDING
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| wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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});
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let view = texture.create_view(&Default::default());
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self.slots.push(Slot { texture, view });
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self.allocations += 1;
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}
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}
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}
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/// Runs the detail stage.
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///
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/// Owned by [`crate::AdjustPass`] rather than standing alone, because the two
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/// halves are one render: the fused pass writes slot 0, this reads it, and the
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/// last pass writes the adjust pass's own output texture. Splitting them into
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/// two objects with two lifetimes would mean a caller could hold a stale
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/// intermediate against a fresh colour result and never be told.
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pub(crate) struct DetailRunner {
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ctx: GpuContext,
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/// Layout for a pass writing another linear intermediate.
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to_linear: Layout,
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/// Layout for the last pass, which writes the display texture.
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to_output: Layout,
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/// Compiled pipelines by pass structure hash.
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cache: HashMap<u64, wgpu::ComputePipeline>,
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pool: Intermediates,
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}
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struct Layout {
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bind_group: wgpu::BindGroupLayout,
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pipeline: wgpu::PipelineLayout,
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}
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impl DetailRunner {
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pub(crate) fn new(ctx: &GpuContext) -> Self {
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Self {
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ctx: ctx.clone(),
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to_linear: Layout::new(ctx, INTERMEDIATE_FORMAT, "detail-linear"),
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to_output: Layout::new(ctx, crate::AdjustPass::FORMAT, "detail-output"),
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cache: HashMap::new(),
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pool: Intermediates::new(),
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}
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}
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/// The view the fused colour pass should write, given a chain of `passes`.
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///
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/// Slot 0, always — it is the one that survives between frames so that a
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/// detail-only change can skip the colour dispatch entirely.
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pub(crate) fn colour_target(
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&mut self,
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passes: usize,
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width: u32,
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height: u32,
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) -> &wgpu::TextureView {
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// One for the colour pass's result, then one per hand-off between
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// detail passes, capped at two because a ping-pong needs no more: the
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// last pass writes the display texture rather than an intermediate.
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let needed = 1 + passes.saturating_sub(1).min(2);
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self.pool.ensure(&self.ctx, needed, width, height);
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&self.pool.slots[0].view
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}
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/// Encode every pass of `chain`, the last one writing `output`.
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///
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/// The caller must already have run the fused colour pass into
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/// [`Self::colour_target`] — or established that a previous frame's is
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/// still valid, which is the whole point of keeping slot 0.
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pub(crate) fn encode(
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&mut self,
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encoder: &mut wgpu::CommandEncoder,
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chain: &ComposedDetail,
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output: &wgpu::TextureView,
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width: u32,
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height: u32,
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) -> Result<usize, GpuError> {
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for pass in &chain.passes {
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self.compile(pass)?;
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}
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for (index, pass) in chain.passes.iter().enumerate() {
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// Read what the previous pass wrote; write the next slot, or the
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// display texture if this is the last one. `index % 2` alternates
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// between slots 1 and 2, so a pass never reads the texture it is
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// writing — which on a compute pass is not an error the driver
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// reports, merely a picture that depends on scheduling.
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let source_slot = if index == 0 { 0 } else { 2 - (index % 2) };
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let source = &self.pool.slots[source_slot].view;
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let destination = if pass.writes_output {
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output
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} else {
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&self.pool.slots[1 + (index % 2)].view
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};
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let layout = if pass.writes_output {
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&self.to_output
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} else {
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&self.to_linear
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};
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let params = self
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.ctx
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.device
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.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("detail-params"),
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contents: bytemuck::cast_slice(&pass.uniforms),
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usage: wgpu::BufferUsages::UNIFORM,
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});
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let bind_group = self
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.ctx
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.device
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.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("detail-bg"),
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layout: &layout.bind_group,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(source),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: params.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::TextureView(destination),
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},
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],
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});
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let pipeline = self
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.cache
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.get(&pass.structure_hash)
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.expect("compiled above");
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let mut compute = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
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label: Some(pass.label.as_str()),
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timestamp_writes: None,
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});
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compute.set_pipeline(pipeline);
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compute.set_bind_group(0, &bind_group, &[]);
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compute.dispatch_workgroups(width.div_ceil(8), height.div_ceil(8), 1);
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}
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Ok(chain.passes.len())
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}
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/// Compile one pass, or leave the cached pipeline in place.
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///
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/// A validation error here is a codegen bug rather than anything the user
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/// did, so it is caught in an error scope and returned with the generated
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/// source and the pass's label attached — a line number against code
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/// nobody wrote, from one of several passes, is otherwise close to
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/// unactionable.
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fn compile(&mut self, pass: &ComposedDetailPass) -> Result<(), GpuError> {
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if self.cache.contains_key(&pass.structure_hash) {
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return Ok(());
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}
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let scope = self
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.ctx
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.device
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.push_error_scope(wgpu::ErrorFilter::Validation);
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let module = self
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.ctx
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.device
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.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some(pass.label.as_str()),
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source: wgpu::ShaderSource::Wgsl(pass.source.as_str().into()),
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});
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let layout = if pass.writes_output {
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&self.to_output
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} else {
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&self.to_linear
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};
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let pipeline = self
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.ctx
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.device
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.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
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label: Some(pass.label.as_str()),
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layout: Some(&layout.pipeline),
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module: &module,
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entry_point: Some("main"),
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compilation_options: Default::default(),
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cache: None,
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});
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if let Some(err) = pollster::block_on(scope.pop()) {
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return Err(GpuError::ShaderCompilation(format!(
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"detail pass {}: {err}\n\n--- generated source ---\n{}",
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pass.label,
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crate::adjust::numbered(&pass.source)
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)));
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}
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self.cache.insert(pass.structure_hash, pipeline);
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Ok(())
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}
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/// How many distinct detail pipelines are compiled. For tests asserting
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/// that slider movement does not recompile.
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pub(crate) fn cached_pipelines(&self) -> usize {
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self.cache.len()
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}
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/// How many intermediate textures have been allocated since this pass was
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/// created. For tests — see [`crate::MaskPass::allocations`] for the
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/// regression this shape of counter exists to catch.
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pub(crate) fn allocations(&self) -> usize {
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self.pool.allocations
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}
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}
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impl Layout {
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fn new(ctx: &GpuContext, format: wgpu::TextureFormat, label: &str) -> Self {
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let bind_group = ctx
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.device
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.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some(label),
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entries: &[
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// The previous stage's result.
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::COMPUTE,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::COMPUTE,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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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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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::COMPUTE,
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ty: wgpu::BindingType::StorageTexture {
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access: wgpu::StorageTextureAccess::WriteOnly,
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format,
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view_dimension: wgpu::TextureViewDimension::D2,
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},
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count: None,
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},
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],
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});
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let pipeline = ctx
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.device
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.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some(label),
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bind_group_layouts: &[Some(&bind_group)],
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immediate_size: 0,
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});
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Self {
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bind_group,
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pipeline,
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}
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}
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}
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