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FullscreenPass

Struct FullscreenPass 

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pub struct FullscreenPass { /* private fields */ }
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A game-owned procedural effect. Send + Sync for the compositor thread. Rebuilt from the snapshot every frame (same pattern as the sprite batch): uniforms refresh each prepare, texture uploads ride along only on change frames.

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impl FullscreenPass

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pub fn new( id: impl Into<String>, wgsl: &'static str, desc: FullscreenDesc, ) -> Self

id disambiguates pipelines when several passes share one app; wgsl must follow the module binding contract above.

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pub fn set_uniform_bytes(&mut self, bytes: &[u8])

Replace the uniform buffer contents (raw bytes).

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pub fn set_uniform_f32(&mut self, words: &[f32])

Replace the uniform buffer contents (f32 words).

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pub fn extend_textures( &mut self, uploads: impl IntoIterator<Item = FullscreenTexture>, )

Queue texture uploads, applied in the next prepare.

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impl FullscreenPass

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pub fn prepare_with( &self, device: &Device, queue: &Queue, screen: &ScreenDescriptor, resources: &mut CallbackResources, uniforms: &[u8], uploads: &[FullscreenTexture], ) -> Vec<CommandBuffer>

Prepare with explicit data instead of the stored snapshot. Lets game-owned passes (custom snapshot types) delegate without rebuilding engine state: same pipeline, same draw calls.

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impl WgpuCallback for FullscreenPass

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fn prepare( &self, device: &Device, queue: &Queue, _encoder: &mut CommandEncoder, screen: &ScreenDescriptor, resources: &mut CallbackResources, ) -> Vec<CommandBuffer>

Called before the main repose render pass, with access to device/queue/encoder for buffer uploads. Can return extra command buffers to be submitted.
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fn paint( &self, _info: PaintCallbackInfo, rpass: &mut RenderPass<'static>, resources: &CallbackResources, )

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fn finish_prepare( &self, _device: &Device, _queue: &Queue, _encoder: &mut CommandEncoder, _screen_descriptor: &ScreenDescriptor, _resources: &mut CallbackResources, ) -> Vec<CommandBuffer>

Called after all prepare calls, before paint. For cross-callback sync.

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