Add debug groups to render loop
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1 changed files with 6 additions and 0 deletions
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@ -450,6 +450,7 @@ impl State {
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label: Some("Render Encoder"),
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});
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encoder.push_debug_group("shadow passes");
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for i in 0..6 {
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self.light_uniform.active_matrix = i as u32;
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self.queue.write_buffer(
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@ -482,7 +483,9 @@ impl State {
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&self.light_bind_group,
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);
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}
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encoder.pop_debug_group();
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encoder.push_debug_group("geometry pass");
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{
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let mut geom_render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Geometry Render Pass"),
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@ -518,7 +521,9 @@ impl State {
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&self.light_bind_group,
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);
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}
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encoder.pop_debug_group();
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encoder.push_debug_group("debug light pass");
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{
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let mut light_debug_render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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@ -548,6 +553,7 @@ impl State {
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&self.light_bind_group,
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);
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}
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encoder.pop_debug_group();
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// submit will accept anything that implements IntoIter
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self.queue.submit(std::iter::once(encoder.finish()));
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