pub fn execute(
        &self,
        encoder: &mut wgpu::CommandEncoder,
        color_attachment: &wgpu::TextureView,
        paint_jobs: &[egui::epaint::ClippedPrimitive],
        screen_descriptor: &ScreenDescriptor,
        clear_color: Option<wgpu::Color>,
    ) {
        let load_operation = if let Some(color) = clear_color {
            wgpu::LoadOp::Clear(color)
        } else {
            wgpu::LoadOp::Load
        };

        let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
            color_attachments: &[wgpu::RenderPassColorAttachment {
                view: color_attachment,
                resolve_target: None,
                ops: wgpu::Operations {
                    load: load_operation,
                    store: true,
                },
            }],
            depth_stencil_attachment: None,
            label: Some("egui main render pass"),
        });
        rpass.push_debug_group("egui_pass");

        self.execute_with_renderpass(&mut rpass, paint_jobs, screen_descriptor);

        rpass.pop_debug_group();
    }
/// Executes the egui render pass.
Executes the egui render pass.
Executes the egui render pass .
pub fn execute(
        &self,
        encoder: &mut wgpu::CommandEncoder,
        color_attachment: &wgpu::TextureView,
        paint_jobs: &[egui::epaint::ClippedPrimitive],
        screen_descriptor: &ScreenDescriptor,
        clear_color: Option<wgpu::Color>,
    ) {
        let load_operation = if let Some(color) = clear_color {
            wgpu::LoadOp::Clear(color)
        } else {
            wgpu::LoadOp::Load
        };
        let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
            color_attachments: &[wgpu::RenderPassColorAttachment {
                view: color_attachment,
                resolve_target: None,
                ops: wgpu::Operations {
                    load: load_operation,
                    store: true,
                },
            }],
            depth_stencil_attachment: None,
            label: Some("egui main render pass"),
        });
        rpass.push_debug_group("egui_pass");
        self.execute_with_renderpass(&mut rpass, paint_jobs, screen_descriptor);
        rpass.pop_debug_group();
    }
pub fn execute ( & self , encoder : & mut wgpu :: CommandEncoder , color_attachment : & wgpu :: TextureView , paint_jobs : & [ egui :: epaint :: ClippedPrimitive ] , screen_descriptor : & ScreenDescriptor , clear_color : Option < wgpu :: Color > , ) { let load_operation = if let Some ( color ) = clear_color { wgpu :: LoadOp :: Clear ( color ) } else { wgpu :: LoadOp :: Load } ; let mut rpass = encoder . begin_render_pass ( & wgpu :: RenderPassDescriptor { color_attachments : & [ wgpu :: RenderPassColorAttachment { view : color_attachment , resolve_target : None , ops : wgpu :: Operations { load : load_operation , store : true , } , } ] , depth_stencil_attachment : None , label : Some ( " " ) , } ) ; rpass . push_debug_group ( " " ) ; self . execute_with_renderpass ( & mut rpass , paint_jobs , screen_descriptor ) ; rpass . pop_debug_group ( ) ; }
Executes the egui render pass.
Executes the egui render pass .
&self
encoder
&mut wgpu::CommandEncoder
color_attachment
&wgpu::TextureView
paint_jobs
&[egui::epaint::ClippedPrimitive]
screen_descriptor
&ScreenDescriptor
clear_color
Option<wgpu::Color>
&self
encoder
&mut wgpu::CommandEncoder
color_attachment
&wgpu::TextureView
paint_jobs
&[egui::epaint::ClippedPrimitive]
screen_descriptor
&ScreenDescriptor
clear_color
Option<wgpu::Color>