render: rename MainPassNode to PassNode
there will be more than one and it is suitably generic
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2c74560283
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2b8fe144a8
@ -5,7 +5,7 @@ use crate::{
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},
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render_graph::{
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nodes::{
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CameraNode, MainPassNode, SharedBuffersNode, TextureCopyNode, WindowSwapChainNode,
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CameraNode, PassNode, SharedBuffersNode, TextureCopyNode, WindowSwapChainNode,
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WindowTextureNode,
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},
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RenderGraph,
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@ -92,7 +92,7 @@ impl BaseRenderGraphBuilder for RenderGraph {
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}
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if config.add_main_pass {
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let mut main_pass_node = MainPassNode::new(PassDescriptor {
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let mut main_pass_node = PassNode::new(PassDescriptor {
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color_attachments: vec![RenderPassColorAttachmentDescriptor {
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attachment: TextureAttachment::Input("color".to_string()),
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resolve_target: None,
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@ -1,5 +1,5 @@
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mod camera_node;
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mod main_pass_node;
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mod pass_node;
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mod render_resources_node;
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mod shared_buffers_node;
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mod texture_copy_node;
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@ -7,7 +7,7 @@ mod window_swapchain_node;
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mod window_texture_node;
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pub use camera_node::*;
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pub use main_pass_node::*;
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pub use pass_node::*;
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pub use render_resources_node::*;
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pub use shared_buffers_node::*;
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pub use texture_copy_node::*;
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@ -9,7 +9,7 @@ use crate::{
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use bevy_asset::{Assets, Handle};
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use legion::prelude::*;
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pub struct MainPassNode {
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pub struct PassNode {
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descriptor: PassDescriptor,
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inputs: Vec<ResourceSlotInfo>,
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cameras: Vec<String>,
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@ -17,7 +17,7 @@ pub struct MainPassNode {
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depth_stencil_attachment_input_index: Option<usize>,
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}
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impl MainPassNode {
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impl PassNode {
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pub fn new(descriptor: PassDescriptor) -> Self {
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let mut inputs = Vec::new();
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let mut color_attachment_input_indices = Vec::new();
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@ -44,7 +44,7 @@ impl MainPassNode {
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}
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}
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MainPassNode {
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PassNode {
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descriptor,
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inputs,
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cameras: Vec::new(),
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@ -58,7 +58,7 @@ impl MainPassNode {
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}
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}
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impl Node for MainPassNode {
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impl Node for PassNode {
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fn input(&self) -> &[ResourceSlotInfo] {
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&self.inputs
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}
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@ -2,7 +2,7 @@ use bevy_asset::{Assets, Handle};
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use bevy_render::{
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base_render_graph,
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pipeline::{state_descriptors::*, PipelineDescriptor},
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render_graph::{nodes::{MainPassNode, CameraNode}, RenderGraph},
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render_graph::{nodes::{PassNode, CameraNode}, RenderGraph},
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shader::{Shader, ShaderStage, ShaderStages},
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texture::TextureFormat, ActiveCameras,
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};
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@ -79,7 +79,7 @@ impl UiRenderGraphBuilder for RenderGraph {
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self.add_node_edge(node::UI_CAMERA, base_render_graph::node::MAIN_PASS)
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.unwrap();
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let mut active_cameras = resources.get_mut::<ActiveCameras>().unwrap();
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let main_pass_node: &mut MainPassNode = self.get_node_mut(base_render_graph::node::MAIN_PASS).unwrap();
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let main_pass_node: &mut PassNode = self.get_node_mut(base_render_graph::node::MAIN_PASS).unwrap();
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main_pass_node.add_camera(camera::UI_CAMERA);
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active_cameras.add(camera::UI_CAMERA);
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self
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@ -20,7 +20,7 @@ pub use crate::{
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pipeline::{PipelineDescriptor, RenderPipelines},
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render_graph::{
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nodes::{
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AssetRenderResourcesNode, CameraNode, MainPassNode, RenderResourcesNode,
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AssetRenderResourcesNode, CameraNode, PassNode, RenderResourcesNode,
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WindowSwapChainNode, WindowTextureNode,
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},
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RenderGraph,
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