write some guesses
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@ -218,7 +218,6 @@ impl GraphicsContextSetup{
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println!("Entering render loop...");
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println!("Entering render loop...");
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event_loop.run(move |event,_,control_flow|{
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event_loop.run(move |event,_,control_flow|{
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//let _=(&instance, &adapter); // force ownership by the closure
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*control_flow=if cfg!(feature="metal-auto-capture"){
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*control_flow=if cfg!(feature="metal-auto-capture"){
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winit::event_loop::ControlFlow::Exit
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winit::event_loop::ControlFlow::Exit
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}else{
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}else{
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@ -251,7 +250,7 @@ impl GraphicsContextSetup{
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println!("Resizing to {:?}",size);
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println!("Resizing to {:?}",size);
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graphics_context.config.width=size.width.max(1);
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graphics_context.config.width=size.width.max(1);
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graphics_context.config.height=size.height.max(1);
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graphics_context.config.height=size.height.max(1);
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example.resize(&graphics_context.config, &graphics_context.device,&graphics_context.queue);
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window.resize(&graphics_context);
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graphics_context.surface.configure(&graphics_context.device,&graphics_context.config);
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graphics_context.surface.configure(&graphics_context.device,&graphics_context.config);
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}
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}
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}
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}
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@ -280,14 +279,14 @@ impl GraphicsContextSetup{
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println!("{:#?}",graphics_context.instance.generate_report());
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println!("{:#?}",graphics_context.instance.generate_report());
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}
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}
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_=>{
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_=>{
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example.update(&window,&graphics_context.device,&graphics_context.queue,event);
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global_state.update(event);
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}
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}
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},
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},
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winit::event::Event::DeviceEvent{
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winit::event::Event::DeviceEvent{
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event,
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event,
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..
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..
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} => {
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} => {
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example.device_event(&window,event);
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global_state.device_event(event);
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},
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},
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winit::event::Event::RedrawRequested(_)=>{
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winit::event::Event::RedrawRequested(_)=>{
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let frame=match graphics_context.surface.get_current_texture(){
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let frame=match graphics_context.surface.get_current_texture(){
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@ -304,7 +303,7 @@ impl GraphicsContextSetup{
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..wgpu::TextureViewDescriptor::default()
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..wgpu::TextureViewDescriptor::default()
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});
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});
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example.render(&view,&graphics_context.device,&graphics_context.queue);
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graphics.render(&view,&graphics_context.device,&graphics_context.queue);
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frame.present();
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frame.present();
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}
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}
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