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prepass specialize calls
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2025-09-15T03:33:15.025472Z INFO prepass_extension: descriptor.label=Some("prepass_pipeline") | |
2025-09-15T03:33:15.025493Z INFO prepass_extension: descriptor.label=Some("opaque_mesh_pipeline") | |
2025-09-15T03:33:15.025507Z INFO prepass_extension: descriptor.label=Some("opaque_mesh_pipeline") frag_descriptor.shader_defs=[Bool("MESH_PIPELINE", true), Bool("VERTEX_OUTPUT_INSTANCE_INDEX", true), Bool("VERTEX_POSITIONS", true), Bool("VERTEX_NORMALS", true), Bool("VERTEX_UVS", true), Bool("VERTEX_UVS_A", true), Bool("MULTISAMPLED", true), Bool("NORMAL_PREPASS", true), Bool("DEPTH_PREPASS", true), Bool("MOTION_VECTOR_PREPASS", true), Bool("VIEW_PROJECTION_PERSPECTIVE", true), Bool("TONEMAP_IN_SHADER", true), UInt("TONEMAPPING_LUT_TEXTURE_BINDING_INDEX", 18), UInt("TONEMAPPING_LUT_SAMPLER_BINDING_INDEX", 19), Bool("TONEMAP_METHOD_TONY_MC_MAPFACE", true), Bool("DEBAND_DITHER", true), Bool("MAY_DISCARD", true), Bool("SHADOW_FILTER_METHOD_GAUSSIAN", true), Int("SCREEN_SPACE_SPECULAR_TRANSMISSION_BLUR_TAPS", 8), Bool("MULTIPLE_LIGHT_PROBES_IN_ARRAY", true), Bool("MULTIPLE_LIGHTMAPS_IN_ARRAY", true), Bool("IRRADIANCE_VOLUMES_ARE_USABLE", true), UInt("MATERIAL_BIND_GROUP", 3)] | |
2025-09-15T03:33:15.025501Z INFO prepass_extension: descriptor.label=Some("prepass_pipeline") frag_descriptor.shader_defs=[Bool("PREPASS_PIPELINE", true), UInt("MATERIAL_BIND_GROUP", 3), Bool("VERTEX_OUTPUT_INSTANCE_INDEX", true), Bool("DEPTH_PREPASS", true), Bool("MAY_DISCARD", true), Bool("VERTEX_POSITIONS", true), Bool("VERTEX_UVS", true), Bool("VERTEX_UVS_A", true), Bool("NORMAL_PREPASS", true), Bool("NORMAL_PREPASS_OR_DEFERRED_PREPASS", true), Bool("VERTEX_NORMALS", true), Bool("MOTION_VECTOR_PREPASS_OR_DEFERRED_PREPASS", true), Bool("MOTION_VECTOR_PREPASS", true), Bool("MULTIPLE_LIGHTMAPS_IN_ARRAY", true), Bool("PREPASS_FRAGMENT", true)] | |
2025-09-15T03:33:15.143593Z INFO prepass_extension: descriptor.label=Some("prepass_pipeline") | |
2025-09-15T03:33:15.143610Z INFO prepass_extension: descriptor.label=Some("prepass_pipeline") frag_descriptor.shader_defs=[Bool("PREPASS_PIPELINE", true), UInt("MATERIAL_BIND_GROUP", 3), Bool("VERTEX_OUTPUT_INSTANCE_INDEX", true), Bool("DEPTH_PREPASS", true), Bool("MAY_DISCARD", true), Bool("VERTEX_POSITIONS", true), Bool("VERTEX_UVS", true), Bool("VERTEX_UVS_A", true), Bool("MULTIPLE_LIGHTMAPS_IN_ARRAY", true)] |
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fn specialize( | |
pipeline: &MaterialPipeline, | |
descriptor: &mut RenderPipelineDescriptor, | |
_layout: &MeshVertexBufferLayoutRef, | |
_key: MaterialPipelineKey<Self>, | |
) -> Result<(), SpecializedMeshPipelineError> { | |
info!(?descriptor.label); | |
if let Some(frag_descriptor) = &descriptor.fragment | |
{ | |
info!(?descriptor.label, ?frag_descriptor.shader_defs); | |
} | |
Ok(()) | |
} |
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