pub fn create_default_render_pass<'a>(
    encoder: &'a mut wgpu::CommandEncoder,
    buffers: WindowBuffers<'a>,
) -> wgpu::RenderPass<'a> {
    encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
        color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
            attachment: buffers.multisampled_texture_buffer,
            resolve_target: None,
            ops: wgpu::Operations {
                load: wgpu::LoadOp::Load,
                store: true
            },
        }],
        depth_stencil_attachment: Some(create_default_depth_stencil_attachment(
            buffers.depth_buffer,
        )),
    })
}
/// Create a render pass that renders to the multisampled frame buffer without resolving and without clearing.
Create a render pass that renders to the multisampled frame buffer without resolving and without clearing.
Create a render pass that renders to the multisampled frame buffer without resolving and without clearing .
pub fn create_default_render_pass<'a>(
    encoder: &'a mut wgpu::CommandEncoder,
    buffers: WindowBuffers<'a>,
) -> wgpu::RenderPass<'a> {
    encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
        color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
            attachment: buffers.multisampled_texture_buffer,
            resolve_target: None,
            ops: wgpu::Operations {
                load: wgpu::LoadOp::Load,
                store: true
            },
        }],
        depth_stencil_attachment: Some(create_default_depth_stencil_attachment(
            buffers.depth_buffer,
        )),
    })
}
pub fn create_default_render_pass < ' a > ( encoder : & ' a mut wgpu :: CommandEncoder , buffers : WindowBuffers < ' a > , ) -> wgpu :: RenderPass < ' a > { encoder . begin_render_pass ( & wgpu :: RenderPassDescriptor { color_attachments : & [ wgpu :: RenderPassColorAttachmentDescriptor { attachment : buffers . multisampled_texture_buffer , resolve_target : None , ops : wgpu :: Operations { load : wgpu :: LoadOp :: Load , store : true } , } ] , depth_stencil_attachment : Some ( create_default_depth_stencil_attachment ( buffers . depth_buffer , ) ) , } ) }
Create a render pass that renders to the multisampled frame buffer without resolving and without clearing.
Create a render pass that renders to the multisampled frame buffer without resolving and without clearing .
encoder
&'a mut wgpu::CommandEncoder
buffers
WindowBuffers<'a>
encoder
&'a mut wgpu::CommandEncoder
buffers
WindowBuffers<'a>