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hub / github.com/Bloom-Engine/engine / create_albedo_rt

Function create_albedo_rt

native/shared/src/renderer/formats.rs:147–161  ·  view source on GitHub ↗

Create the albedo G-buffer (Rgba8Unorm, surface size). Written by the scene pass so post-passes can modulate bounce light by the receiving surface's diffuse albedo (SSGI etc.).

(device: &wgpu::Device, width: u32, height: u32)

Source from the content-addressed store, hash-verified

145/// the scene pass so post-passes can modulate bounce light by the
146/// receiving surface's diffuse albedo (SSGI etc.).
147pub(super) fn create_albedo_rt(device: &wgpu::Device, width: u32, height: u32) -> (wgpu::Texture, wgpu::TextureView) {
148 let texture = device.create_texture(&wgpu::TextureDescriptor {
149 label: Some("albedo_rt"),
150 size: wgpu::Extent3d { width, height, depth_or_array_layers: 1 },
151 mip_level_count: 1,
152 sample_count: 1,
153 dimension: wgpu::TextureDimension::D2,
154 format: wgpu::TextureFormat::Rgba8Unorm,
155 usage: wgpu::TextureUsages::RENDER_ATTACHMENT
156 | wgpu::TextureUsages::TEXTURE_BINDING,
157 view_formats: &[],
158 });
159 let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
160 (texture, view)
161}
162
163/// Create the composed HDR render target. Scene HDR + SSR + SSGI *
164/// albedo + bloom + fog + sun shafts all merged into one texture by

Callers 2

newMethod · 0.85
resizeMethod · 0.85

Calls

no outgoing calls

Tested by

no test coverage detected