examples: fix unwanted fractal cube resource releases causing validation error
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4570838304
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2b978a6883
1 changed files with 2 additions and 4 deletions
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@ -160,14 +160,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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.size = .{ .width = engine.gpu_driver.current_desc.width, .height = engine.gpu_driver.current_desc.height },
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.size = .{ .width = engine.gpu_driver.current_desc.width, .height = engine.gpu_driver.current_desc.height },
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.format = engine.gpu_driver.swap_chain_format,
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.format = engine.gpu_driver.swap_chain_format,
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});
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});
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defer cube_texture.release();
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// The texture on which we render
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// The texture on which we render
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const cube_texture_render = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
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const cube_texture_render = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
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.usage = .{ .render_attachment = true, .copy_src = true },
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.usage = .{ .render_attachment = true, .copy_src = true },
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.size = .{ .width = engine.gpu_driver.current_desc.width, .height = engine.gpu_driver.current_desc.height },
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.size = .{ .width = engine.gpu_driver.current_desc.width, .height = engine.gpu_driver.current_desc.height },
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.format = engine.gpu_driver.swap_chain_format,
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.format = engine.gpu_driver.swap_chain_format,
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});
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});
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defer cube_texture_render.release();
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const sampler = engine.gpu_driver.device.createSampler(&gpu.Sampler.Descriptor{
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const sampler = engine.gpu_driver.device.createSampler(&gpu.Sampler.Descriptor{
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.mag_filter = .linear,
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.mag_filter = .linear,
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@ -186,7 +184,6 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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.mip_level_count = 1,
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.mip_level_count = 1,
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.array_layer_count = 1,
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.array_layer_count = 1,
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});
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});
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defer cube_texture_view_render.release();
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const bind_group = engine.gpu_driver.device.createBindGroup(
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const bind_group = engine.gpu_driver.device.createBindGroup(
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&gpu.BindGroup.Descriptor{
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&gpu.BindGroup.Descriptor{
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@ -222,9 +219,10 @@ pub fn deinit(app: *App, _: *mach.Engine) void {
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app.vertex_buffer.release();
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app.vertex_buffer.release();
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app.uniform_buffer.release();
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app.uniform_buffer.release();
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app.cube_texture.release();
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app.cube_texture.release();
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app.cube_texture_render.release();
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app.sampler.release();
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app.sampler.release();
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app.cube_texture_view.release();
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app.cube_texture_view.release();
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app.cube_texture_view.release();
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app.cube_texture_view_render.release();
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app.bind_group.release();
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app.bind_group.release();
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app.depth_texture.?.release();
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app.depth_texture.?.release();
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}
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}
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