pub fn draw_composite_blend(
device: &Device,
encoder: &mut CommandEncoder,
pipelines: &CompositeBlendPipelines,
fg_bind_group: &BindGroup,
bg_view: &TextureView,
comp: &PlannedIsolatedComposite,
composite_buf: &Buffer,
main_view: &TextureView,
depth_stencil: Option<&RenderPassDepthStencilAttachment<'_>>,
)Expand description
Draw fg over captured bg into the main pass (view must use Load).
Opacity is clamped to [0, 1]. The function creates transient uniform and
background bind groups, preserves existing main-frame color, and draws the
composite’s half-open vertex range. All views and the pipeline must share a
compatible format and device.
§Examples
use ailloli_ui_render_wgpu::{composite_blend::{draw_composite_blend,
CompositeBlendPipelines}, isolated_plan::PlannedIsolatedComposite};
fn draw(device: &wgpu::Device, encoder: &mut wgpu::CommandEncoder,
pipelines: &CompositeBlendPipelines, fg: &wgpu::BindGroup,
bg: &wgpu::TextureView, comp: &PlannedIsolatedComposite,
vertices: &wgpu::Buffer, main: &wgpu::TextureView) {
draw_composite_blend(device, encoder, pipelines, fg, bg, comp, vertices, main, None);
}