rustial_renderer_wgpu/gpu/
depth.rs1pub fn create_depth_texture(device: &wgpu::Device, width: u32, height: u32) -> wgpu::TextureView {
5 let texture = device.create_texture(&wgpu::TextureDescriptor {
6 label: Some("rustial_depth"),
7 size: wgpu::Extent3d {
8 width: width.max(1),
9 height: height.max(1),
10 depth_or_array_layers: 1,
11 },
12 mip_level_count: 1,
13 sample_count: 1,
14 dimension: wgpu::TextureDimension::D2,
15 format: wgpu::TextureFormat::Depth32Float,
16 usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
17 view_formats: &[],
18 });
19 texture.create_view(&wgpu::TextureViewDescriptor::default())
20}
21
22pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;