correct "its"
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4735c68ab4
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7560ecf9d8
@ -24,7 +24,7 @@ pub enum Command {
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#[derive(Default, Clone)]
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#[derive(Default, Clone)]
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pub struct CommandQueue {
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pub struct CommandQueue {
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// TODO: this shouldn't really need a mutex. its just needs to be shared on whatever thread its scheduled on
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// TODO: this shouldn't really need a mutex. it just needs to be shared on whatever thread it's scheduled on
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queue: Arc<Mutex<Vec<Command>>>,
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queue: Arc<Mutex<Vec<Command>>>,
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}
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}
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@ -98,7 +98,7 @@ impl<'a> RenderPass for WgpuRenderPass<'a> {
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};
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};
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// don't bind bind groups if they are already set
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// don't bind bind groups if they are already set
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// TODO: these checks come at a performance cost. make sure its worth it!
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// TODO: these checks come at a performance cost. make sure it's worth it!
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if let Some(bound_render_resource_set) =
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if let Some(bound_render_resource_set) =
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self.bound_bind_groups.get(&bind_group.index)
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self.bound_bind_groups.get(&bind_group.index)
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{
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{
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@ -339,7 +339,7 @@ fn main() {
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.add_system_to_stage("after_round", score_check_system.system())
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.add_system_to_stage("after_round", score_check_system.system())
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.add_system_to_stage("after_round", game_over_system.system())
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.add_system_to_stage("after_round", game_over_system.system())
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// score_check_system will run before game_over_system because score_check_system modifies GameState and game_over_system
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// score_check_system will run before game_over_system because score_check_system modifies GameState and game_over_system
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// reads GameState. This works, but its a bit confusing. In practice, it would be clearer to create a new stage that runs
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// reads GameState. This works, but it's a bit confusing. In practice, it would be clearer to create a new stage that runs
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// before "after_round"
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// before "after_round"
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// This call to run() starts the app we just built!
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// This call to run() starts the app we just built!
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