Refactor and document RenderPass
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4b1dd0fb22
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9f6f57f6d4
89
src/lib.rs
89
src/lib.rs
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//! Cyborg is a high-performance, modern, experimental rendering engine written
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//! in Rust.
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use std::sync::{Arc, RwLock};
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use strum::IntoEnumIterator;
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pub mod phase;
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pub mod pass;
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use pass::*;
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use phase::*;
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pub struct ViewportData;
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pub trait FrameData {}
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pub trait RenderPass {
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type FrameData: FrameData;
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fn create_frame_data(&mut self) -> Self::FrameData;
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fn begin_frame(&mut self, data: &mut Self::FrameData, phases: &mut PhaseList);
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fn render_pre(
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&self,
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phase: PrePhase,
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data: &Self::FrameData,
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cmds: &mut gpu::RenderBundleEncoder,
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);
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fn render_viewport(
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&self,
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phase: ViewportPhase,
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data: &Self::FrameData,
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viewport: &ViewportData,
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cmds: &mut gpu::RenderBundleEncoder,
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);
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}
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pub struct Renderer {
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pub render_passes: Vec<Box<dyn RenderPassBoxTrait>>,
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}
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@ -72,65 +46,6 @@ impl Renderer {
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}
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}
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pub trait RenderPassBoxTrait {
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fn begin_frame(&mut self, data_index: usize, phases: &mut PhaseList);
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fn render_pre(&self, phase: PrePhase, data_index: usize, cmds: &mut gpu::RenderBundleEncoder);
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fn render_viewport(
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&self,
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phase: ViewportPhase,
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data_index: usize,
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viewport: &ViewportData,
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cmds: &mut gpu::RenderBundleEncoder,
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);
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}
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pub struct RenderPassBox<T: RenderPass> {
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render_pass: Arc<RwLock<T>>,
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frame_data: Vec<T::FrameData>,
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}
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impl<T: RenderPass> RenderPassBox<T> {
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pub fn new(render_pass: Arc<RwLock<T>>, frame_num: usize) -> Self {
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let frame_data = {
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let mut lock = render_pass.write().unwrap();
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(0..frame_num).map(|_| lock.create_frame_data()).collect()
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};
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Self {
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render_pass,
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frame_data,
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}
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}
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}
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impl<T: RenderPass> RenderPassBoxTrait for RenderPassBox<T> {
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fn begin_frame(&mut self, data_index: usize, phases: &mut PhaseList) {
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let frame_data = &mut self.frame_data[data_index];
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let mut render_pass = self.render_pass.write().unwrap();
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render_pass.begin_frame(frame_data, phases)
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}
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fn render_pre(&self, phase: PrePhase, data_index: usize, cmds: &mut gpu::RenderBundleEncoder) {
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let frame_data = &self.frame_data[data_index];
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let render_pass = self.render_pass.read().unwrap();
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render_pass.render_pre(phase, frame_data, cmds)
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}
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fn render_viewport(
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&self,
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phase: ViewportPhase,
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data_index: usize,
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viewport: &ViewportData,
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cmds: &mut gpu::RenderBundleEncoder,
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) {
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let frame_data = &self.frame_data[data_index];
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let render_pass = self.render_pass.read().unwrap();
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render_pass.render_viewport(phase, frame_data, viewport, cmds)
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}
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}
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/// Mock GPU API (like Vulkan, WebGPU, or OpenGL) types for prototyping.
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pub mod gpu {
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/// Thread-safe GPU command recorder that's later executed in a command buffer.
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@ -0,0 +1,122 @@
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//! Render pass data structures and interfaces.
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use crate::gpu;
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use crate::phase::*;
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use std::sync::{Arc, RwLock};
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/// Viewport data shared by all passes, once the [ViewportPhase] group is
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/// entered.
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pub struct ViewportData;
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/// The render pass interface trait.
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///
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/// Render passes are persistent structures that share GPU resources, user data,
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/// and more across both phases and frames.
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///
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/// Rendering functions record their GPU commands using the [gpu::RenderBundleEncoder]
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/// passed to them.
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pub trait RenderPass {
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/// A structure that contains a pass's per-frame data.
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type FrameData;
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/// Sets up a new instance of [Self::FrameData].
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///
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/// Called when a render pass is added to [crate::Renderer].
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fn create_frame_data(&mut self) -> Self::FrameData;
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/// Initializes this frame's [Self::FrameData], and queries the pass for
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/// which phases to execute.
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///
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/// This is the only opportunity the render pass has to mutate this frame's
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/// data this frame, so all setup for future phases should be done here.
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fn begin_frame(&mut self, data: &mut Self::FrameData, phases: &mut PhaseList);
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/// Renders a phase in the [PrePhase] group.
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fn render_pre(
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&self,
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phase: PrePhase,
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data: &Self::FrameData,
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cmds: &mut gpu::RenderBundleEncoder,
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);
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/// Renders a phase in the [ViewportPhase] group.
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///
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/// During these render phases, passes may have access to this frame's
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/// [ViewportData].
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fn render_viewport(
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&self,
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phase: ViewportPhase,
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data: &Self::FrameData,
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viewport: &ViewportData,
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cmds: &mut gpu::RenderBundleEncoder,
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);
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}
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/// The interface trait for [RenderPassBox], allowing use of a statically-sized
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/// [Box] for storage.
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///
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/// Functions on this trait map one-to-one with [RenderPass], except that
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/// frame data is passed by index and not by reference.
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pub trait RenderPassBoxTrait {
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fn begin_frame(&mut self, data_index: usize, phases: &mut PhaseList);
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fn render_pre(&self, phase: PrePhase, data_index: usize, cmds: &mut gpu::RenderBundleEncoder);
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fn render_viewport(
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&self,
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phase: ViewportPhase,
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data_index: usize,
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viewport: &ViewportData,
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cmds: &mut gpu::RenderBundleEncoder,
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);
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}
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/// A container for a reference-counted render pass instance and its frame data.
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pub struct RenderPassBox<T: RenderPass> {
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render_pass: Arc<RwLock<T>>,
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frame_data: Vec<T::FrameData>,
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}
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impl<T: RenderPass> RenderPassBox<T> {
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/// Creates a new boxed render pass.
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///
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/// Calls to [RenderPassBoxTrait] functions with frame indices greater
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/// than or equal to `frame_num` are out-of-bounds and will panic.
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pub fn new(render_pass: Arc<RwLock<T>>, frame_num: usize) -> Self {
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let frame_data = {
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let mut lock = render_pass.write().unwrap();
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(0..frame_num).map(|_| lock.create_frame_data()).collect()
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};
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Self {
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render_pass,
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frame_data,
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}
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}
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}
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impl<T: RenderPass> RenderPassBoxTrait for RenderPassBox<T> {
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fn begin_frame(&mut self, data_index: usize, phases: &mut PhaseList) {
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let frame_data = &mut self.frame_data[data_index];
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let mut render_pass = self.render_pass.write().unwrap();
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render_pass.begin_frame(frame_data, phases)
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}
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fn render_pre(&self, phase: PrePhase, data_index: usize, cmds: &mut gpu::RenderBundleEncoder) {
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let frame_data = &self.frame_data[data_index];
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let render_pass = self.render_pass.read().unwrap();
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render_pass.render_pre(phase, frame_data, cmds)
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}
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fn render_viewport(
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&self,
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phase: ViewportPhase,
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data_index: usize,
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viewport: &ViewportData,
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cmds: &mut gpu::RenderBundleEncoder,
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) {
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let frame_data = &self.frame_data[data_index];
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let render_pass = self.render_pass.read().unwrap();
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render_pass.render_viewport(phase, frame_data, viewport, cmds)
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}
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}
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//! Definitions and containers for rendering phase identifiers.
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//! Definitions and containers for render phase identifiers.
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//!
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//! Rendering phases are organized into different groups, which represent
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//! different kinds of external data becoming available as the frame progresses.
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