226 lines
8.1 KiB
Rust
226 lines
8.1 KiB
Rust
use super::{
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state_descriptors::PrimitiveTopology, PipelineDescriptor, RenderPipeline, RenderPipelines,
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VertexBufferDescriptors,
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};
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use crate::{
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renderer::RenderResourceContext,
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shader::{Shader, ShaderSource}, render_resource::RenderResourceBindings,
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};
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use bevy_asset::{Assets, Handle};
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use std::collections::{HashMap, HashSet};
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use legion::prelude::*;
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#[derive(Clone, Eq, PartialEq, Debug, Default)]
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pub struct PipelineSpecialization {
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pub shader_specialization: ShaderSpecialization,
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pub primitive_topology: PrimitiveTopology,
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}
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#[derive(Clone, Eq, PartialEq, Debug, Default)]
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pub struct ShaderSpecialization {
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pub shader_defs: HashSet<String>,
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}
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// TODO: consider using (Typeid, fieldinfo.index) in place of string for hashes
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#[derive(Default)]
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pub struct PipelineCompiler {
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pub shader_source_to_compiled:
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HashMap<Handle<Shader>, Vec<(ShaderSpecialization, Handle<Shader>)>>,
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pub specialized_pipelines: HashMap<
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Handle<PipelineDescriptor>,
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Vec<(PipelineSpecialization, Handle<PipelineDescriptor>)>,
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>,
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}
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impl PipelineCompiler {
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fn compile_shader(
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&mut self,
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shaders: &mut Assets<Shader>,
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shader_handle: &Handle<Shader>,
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shader_specialization: &ShaderSpecialization,
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) -> Handle<Shader> {
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let compiled_shaders = self
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.shader_source_to_compiled
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.entry(*shader_handle)
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.or_insert_with(|| Vec::new());
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let shader = shaders.get(shader_handle).unwrap();
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// don't produce new shader if the input source is already spirv
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if let ShaderSource::Spirv(_) = shader.source {
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return *shader_handle;
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}
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if let Some((_shader_specialization, compiled_shader)) =
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compiled_shaders
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.iter()
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.find(|(current_shader_specialization, _compiled_shader)| {
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*current_shader_specialization == *shader_specialization
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})
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{
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// if shader has already been compiled with current configuration, use existing shader
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*compiled_shader
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} else {
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// if no shader exists with the current configuration, create new shader and compile
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let shader_def_vec = shader_specialization
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.shader_defs
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.iter()
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.cloned()
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.collect::<Vec<String>>();
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let compiled_shader = shader.get_spirv_shader(Some(&shader_def_vec));
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let compiled_handle = shaders.add(compiled_shader);
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compiled_shaders.push((shader_specialization.clone(), compiled_handle));
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compiled_handle
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}
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}
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fn compile_pipeline(
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&mut self,
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vertex_buffer_descriptors: &VertexBufferDescriptors,
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shaders: &mut Assets<Shader>,
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pipeline_descriptor: &PipelineDescriptor,
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render_pipeline: &RenderPipeline,
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render_resource_bindings: &RenderResourceBindings,
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) -> PipelineDescriptor {
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let mut compiled_pipeline_descriptor = pipeline_descriptor.clone();
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compiled_pipeline_descriptor.shader_stages.vertex = self.compile_shader(
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shaders,
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&pipeline_descriptor.shader_stages.vertex,
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&render_pipeline.specialization.shader_specialization,
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);
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compiled_pipeline_descriptor.shader_stages.fragment = pipeline_descriptor
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.shader_stages
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.fragment
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.as_ref()
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.map(|fragment| {
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self.compile_shader(
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shaders,
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fragment,
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&render_pipeline.specialization.shader_specialization,
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)
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});
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compiled_pipeline_descriptor.reflect_layout(
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shaders,
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true,
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Some(vertex_buffer_descriptors),
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Some(render_resource_bindings),
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);
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compiled_pipeline_descriptor.primitive_topology =
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render_pipeline.specialization.primitive_topology;
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compiled_pipeline_descriptor
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}
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fn compile_pipelines(
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&mut self,
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vertex_buffer_descriptors: &VertexBufferDescriptors,
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pipelines: &mut Assets<PipelineDescriptor>,
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shaders: &mut Assets<Shader>,
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render_pipelines: &mut RenderPipelines,
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render_resource_context: &dyn RenderResourceContext,
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) {
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for render_pipeline in render_pipelines.pipelines.iter_mut() {
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let source_pipeline = render_pipeline.pipeline;
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if let None = self.specialized_pipelines.get(&source_pipeline) {
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self.specialized_pipelines
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.insert(source_pipeline, Vec::new());
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}
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let compiled_pipeline_handle = if let Some((_shader_defs, compiled_pipeline_handle)) =
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self.specialized_pipelines
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.get_mut(&source_pipeline)
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.unwrap()
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.iter()
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.find(|(pipeline_specialization, _compiled_pipeline_handle)| {
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*pipeline_specialization == render_pipeline.specialization
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}) {
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*compiled_pipeline_handle
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} else {
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let pipeline_descriptor = pipelines.get(&source_pipeline).unwrap();
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let compiled_pipeline_descriptor = self.compile_pipeline(
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vertex_buffer_descriptors,
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shaders,
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pipeline_descriptor,
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render_pipeline,
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&render_pipelines.bindings,
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);
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let compiled_pipeline_handle = pipelines.add(compiled_pipeline_descriptor);
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render_resource_context.create_render_pipeline(
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compiled_pipeline_handle,
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pipelines.get(&compiled_pipeline_handle).unwrap(),
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&shaders,
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);
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let compiled_pipelines = self
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.specialized_pipelines
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.get_mut(&source_pipeline)
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.unwrap();
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compiled_pipelines.push((
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render_pipeline.specialization.clone(),
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compiled_pipeline_handle,
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));
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compiled_pipeline_handle
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};
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render_pipeline.specialized_pipeline = Some(compiled_pipeline_handle);
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}
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}
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pub fn iter_compiled_pipelines(
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&self,
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pipeline_handle: Handle<PipelineDescriptor>,
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) -> Option<impl Iterator<Item = &Handle<PipelineDescriptor>>> {
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if let Some(compiled_pipelines) = self.specialized_pipelines.get(&pipeline_handle) {
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Some(compiled_pipelines.iter().map(|(_, handle)| handle))
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} else {
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None
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}
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}
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pub fn iter_all_compiled_pipelines(&self) -> impl Iterator<Item = &Handle<PipelineDescriptor>> {
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self.specialized_pipelines
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.values()
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.map(|compiled_pipelines| {
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compiled_pipelines
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.iter()
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.map(|(_, pipeline_handle)| pipeline_handle)
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})
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.flatten()
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}
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}
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// TODO: make this a system
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pub fn compile_pipelines_system(
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world: &mut SubWorld,
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mut pipeline_compiler: ResMut<PipelineCompiler>,
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mut shaders: ResMut<Assets<Shader>>,
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mut pipelines: ResMut<Assets<PipelineDescriptor>>,
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vertex_buffer_descriptors: Res<VertexBufferDescriptors>,
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render_resource_context: Res<Box<dyn RenderResourceContext>>,
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query: &mut Query<Write<RenderPipelines>>,
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) {
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let render_resource_context = &**render_resource_context;
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// TODO: only update when RenderPipelines is changed
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for mut render_pipelines in query.iter_mut(world) {
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pipeline_compiler.compile_pipelines(
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&vertex_buffer_descriptors,
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&mut pipelines,
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&mut shaders,
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&mut render_pipelines,
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render_resource_context,
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);
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// reset shader_defs so they can be changed next frame
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for render_pipeline in render_pipelines.pipelines.iter_mut() {
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render_pipeline
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.specialization
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.shader_specialization
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.shader_defs
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.clear();
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}
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}
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}
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