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DepthComposite

Struct DepthComposite 

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pub struct DepthComposite { /* private fields */ }
Expand description

Viewport-owned offscreen scene target + depth buffer + blit pipeline.

Created through DepthComposite::ensure (per viewport id), drawn into with DepthComposite::begin_scene, composited back with DepthComposite::blit. Textures recreate on format/sample/size change; buffer contents are per-frame and never retained.

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impl DepthComposite

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pub fn get(resources: &mut CallbackResources) -> &mut Self

Fetch the composite store from callback resources (creating it on first use). One store per render pass; ids disambiguate viewports.

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pub fn ensure( &mut self, device: &Device, screen: &ScreenDescriptor, id: &str, w: u32, h: u32, )

Ensure the offscreen target for id at wxh (recreates on format/sample/size change, like every other viewport-owned target). Dimensions clamp to >= 1.

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pub fn begin_scene<'a>( &'a self, id: &str, encoder: &'a mut CommandEncoder, clear: [f32; 4], ) -> Option<RenderPass<'a>>

Begin the offscreen scene pass for id (clearing color to clear and depth to 1.0). The caller issues its depth-tested draws inside the returned pass, then ends it; blit composites in paint. Returns false when id has no target (call ensure first).

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pub fn depth_format(&self, id: &str) -> Option<TextureFormat>

Depth format backing the scene target (for caller pipelines).

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pub fn blit(&self, id: &str, rpass: &mut RenderPass<'_>)

Composite the offscreen scene for id into the main pass. The renderer has already set the viewport to the callback rect, which matches the offscreen texture 1:1 (both come from the painted frame geometry). No-op when id has no target.

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impl Default for DepthComposite

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fn default() -> DepthComposite

Returns the “default value” for a type. Read more

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