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

Function create_hdr_rt

native/shared/src/renderer/formats.rs:84–102  ·  view source on GitHub ↗
(device: &wgpu::Device, width: u32, height: u32)

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82}
83
84pub(super) fn create_hdr_rt(device: &wgpu::Device, width: u32, height: u32) -> (wgpu::Texture, wgpu::TextureView) {
85 let texture = device.create_texture(&wgpu::TextureDescriptor {
86 label: Some("hdr_rt"),
87 size: wgpu::Extent3d { width, height, depth_or_array_layers: 1 },
88 mip_level_count: 1,
89 sample_count: 1,
90 dimension: wgpu::TextureDimension::D2,
91 format: HDR_FORMAT,
92 // Phase 4b adds COPY_SRC so the translucent-pass scheduler
93 // can snapshot hdr_rt → a SceneColor transient via
94 // copy_texture_to_texture before refractive draws run.
95 usage: wgpu::TextureUsages::RENDER_ATTACHMENT
96 | wgpu::TextureUsages::TEXTURE_BINDING
97 | wgpu::TextureUsages::COPY_SRC,
98 view_formats: &[],
99 });
100 let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
101 (texture, view)
102}
103
104/// Create the two ping-pong 1×1 exposure textures. Single fragment
105/// writes to one, composite samples the other, swap each frame.

Callers 2

newMethod · 0.85
resizeMethod · 0.85

Calls

no outgoing calls

Tested by

no test coverage detected