Use if statement instead of match as that didn't work as expected.
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@ -113,15 +113,18 @@ impl WgpuRenderResourceContext {
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.bindings
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.bindings
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.iter()
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.iter()
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.map(|binding| {
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.map(|binding| {
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let shader_stage = if binding.shader_stage == BindingShaderStage::VERTEX | BindingShaderStage::FRAGMENT {
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wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT
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} else if binding.shader_stage == BindingShaderStage::VERTEX {
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wgpu::ShaderStage::VERTEX
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} else if binding.shader_stage == BindingShaderStage::FRAGMENT {
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wgpu::ShaderStage::FRAGMENT
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} else {
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panic!("Invalid binding shader stage.")
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};
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wgpu::BindGroupLayoutEntry::new(
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wgpu::BindGroupLayoutEntry::new(
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binding.index,
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binding.index,
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match binding.shader_stage {
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shader_stage,
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BindingShaderStage::VERTEX | BindingShaderStage::FRAGMENT => wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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BindingShaderStage::VERTEX => wgpu::ShaderStage::VERTEX,
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BindingShaderStage::FRAGMENT => wgpu::ShaderStage::FRAGMENT,
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BindingShaderStage::COMPUTE => wgpu::ShaderStage::COMPUTE,
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_ => panic!("Invalid binding shader stage."),
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},
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(&binding.bind_type).wgpu_into(),
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(&binding.bind_type).wgpu_into(),
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)
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)
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})
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})
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