pub fn pass<'a>(
        &'a mut self,
        op: PassOp,
        view: &'a impl RenderTarget,
        frame_buffer: Option<&'a TextureView>,
    ) -> wgpu::RenderPass<'a> {
        let (pass_view, resolve_target) = match frame_buffer {
            Some(buffer) => (buffer, Some(view.color_target())),
            None => (view.color_target(), None),
        };

        wgpu::RenderPass::begin(
            &mut self.encoder,
            pass_view,
            resolve_target,
            view.depth_target(),
            op,
        )
    }
/// Start a render pass on the frame. If you are using multisampling then set the frame buffer to an appropriate texture (see multisampled lines example).
Start a render pass on the frame. If you are using multisampling then set the frame buffer to an appropriate texture .
Start a render pass on the frame . If you are using multisampling then set the frame buffer to an appropriate texture .
pub fn pass<'a>(
        &'a mut self,
        op: PassOp,
        view: &'a impl RenderTarget,
        frame_buffer: Option<&'a TextureView>,
    ) -> wgpu::RenderPass<'a> {
        let (pass_view, resolve_target) = match frame_buffer {
            Some(buffer) => (buffer, Some(view.color_target())),
            None => (view.color_target(), None),
        };
        wgpu::RenderPass::begin(
            &mut self.encoder,
            pass_view,
            resolve_target,
            view.depth_target(),
            op,
        )
    }
pub fn pass < ' a > ( & ' a mut self , op : PassOp , view : & ' a impl RenderTarget , frame_buffer : Option < & ' a TextureView > , ) -> wgpu :: RenderPass < ' a > { let ( pass_view , resolve_target ) = match frame_buffer { Some ( buffer ) => ( buffer , Some ( view . color_target ( ) ) ) , None => ( view . color_target ( ) , None ) , } ; wgpu :: RenderPass :: begin ( & mut self . encoder , pass_view , resolve_target , view . depth_target ( ) , op , ) }
Start a render pass on the frame.
Start a render pass on the frame .
&'a mut self
op
PassOp
view
&'a impl RenderTarget
frame_buffer
Option<&'a TextureView>