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Refactoring the pass and pipeline, so that inputs and size are handed to and returned from the build function (formerly setSize). This is now the earliest place to build bind groups, which makes sense, because it's also the earliest place to create textures that are proportional to the size of the canvas.
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@@ -27,17 +27,17 @@ const loadTexture = async (device, url) => {
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return texture;
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};
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const makeRenderTarget = (device, width, height, format, mipLevelCount = 1) =>
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const makeRenderTarget = (device, size, format, mipLevelCount = 1) =>
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device.createTexture({
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size: [width, height, 1],
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size: [...size, 1],
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mipLevelCount,
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format,
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usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
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});
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const makeComputeTarget = (device, width, height, mipLevelCount = 1) =>
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const makeComputeTarget = (device, size, mipLevelCount = 1) =>
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device.createTexture({
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size: [width, height, 1],
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size: [...size, 1],
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mipLevelCount,
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format: "rgba8unorm",
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usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST | GPUTextureUsage.STORAGE_BINDING,
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@@ -96,15 +96,13 @@ const makeBindGroup = (device, pipeline, index, entries) =>
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})),
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});
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const makePass = (getOutputs, ready, setSize, execute) => ({
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getOutputs: getOutputs ?? (() => ({})),
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ready: ready ?? Promise.resolve(),
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setSize: setSize ?? (() => {}),
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execute: execute ?? (() => {}),
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const makePass = (loaded, build, run) => ({
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loaded: loaded ?? Promise.resolve(),
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build: build ?? ((size, inputs) => inputs),
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run: run ?? (() => {}),
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});
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const makePipeline = (context, steps) =>
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steps.filter((f) => f != null).reduce((pipeline, f, i) => [...pipeline, f(context, i == 0 ? null : pipeline[i - 1].getOutputs)], []);
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const makePipeline = (context, steps) => steps.filter((f) => f != null).map((f) => f(context));
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export {
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getCanvasSize,
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