cleaning
This commit is contained in:
+17
-17
@@ -80,28 +80,28 @@ impl Game {
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}
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// Chunk position
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if self.prev_chunk_pos == None || self.prev_chunk_pos != Some(chunk_pos) {
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renderer.get_ui().set_text("World", 2, format!("Chunk: {}, {}, {}", chunk_pos.x, chunk_pos.y, chunk_pos.z));
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// if self.prev_chunk_pos == None || self.prev_chunk_pos != Some(chunk_pos) {
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// renderer.get_ui().set_text("World", 2, format!("Chunk: {}, {}, {}", chunk_pos.x, chunk_pos.y, chunk_pos.z));
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let dir = chunk_pos - self.prev_chunk_pos.unwrap_or(chunk_pos); //TODO: clamp to -1,1
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if dir.x != 0 || dir.y != 0 || dir.z != 0 {
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// let dir = chunk_pos - self.prev_chunk_pos.unwrap_or(chunk_pos); //TODO: clamp to -1,1
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// if dir.x != 0 || dir.y != 0 || dir.z != 0 {
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// Shift world
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renderer.shift(dir * world::chunk::SIZE as i32);
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// // Shift world
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// renderer.shift(dir * world::chunk::SIZE as i32);
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// Load chunks at the edge
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let center = chunk_pos.clone() + RENDER_DIST*dir;
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let mask = Vector3{x: dir.x.abs(), y: dir.y.abs(), z: dir.z.abs()};
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println!("Load at {:?}", center);
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// // Load chunks at the edge
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// let center = chunk_pos.clone() + RENDER_DIST*dir;
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// let mask = Vector3{x: dir.x.abs(), y: dir.y.abs(), z: dir.z.abs()};
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// println!("Load at {:?}", center);
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for a in -RENDER_DIST..RENDER_DIST+1 {
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let pos = center + Vector3{x: mask.z*a, y: 0, z: mask.x*a};
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self.world.load_chunk(pos);
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}
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}
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self.prev_chunk_pos = Some(chunk_pos);
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}
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// for a in -RENDER_DIST..RENDER_DIST+1 {
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// let pos = center + Vector3{x: mask.z*a, y: 0, z: mask.x*a};
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// self.world.load_chunk(pos);
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// }
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// }
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// self.prev_chunk_pos = Some(chunk_pos);
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// }
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// Send dirty chunks to renderer
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// TODO: Unload chunks above certain radius
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+7
-26
@@ -56,35 +56,16 @@ impl WorldChunk {
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// Blocks
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let mut block_bytes = vec![0_u8; num_blocks*block::SIZE_QB];
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lz4::decompress(&block_bytes_compressed, &mut block_bytes[0..num_blocks*block::SIZE_QB]).unwrap();
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let block_bytes = Arc::new(block_bytes);
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if lz4::decompress(&block_bytes_compressed, &mut block_bytes[0..num_blocks*block::SIZE_QB]).is_err() {
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// Spawn workers
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let (tx, rx) = mpsc::channel();
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let per_worker = num_blocks / NUM_WORKERS;
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let mut workers = vec![];
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for t in 0..NUM_WORKERS {
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let by = block_bytes.clone();
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let tx = tx.clone();
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// Each worker will process their part
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workers.push(thread::spawn(move || {
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for i in t*per_worker..(t+1)*per_worker {
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let mut block = WorldBlock::new();
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let idx = i * block::SIZE_QB;
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block.materials.clone_from_slice(&by[idx..idx+block::SIZE_QB]);
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tx.send((i, block)).unwrap();
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}
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}));
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}
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// Wait for workers to finish.
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for handle in workers { handle.join().unwrap(); }
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let mut blocks: Vec<(usize, WorldBlock)> = rx.try_iter().collect();
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// Sort and add result blocks to chunk
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blocks.sort_by(|a, b| (*a).0.cmp(&(*b).0));
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for b in blocks { instance.blocks.push(b.1); }
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for i in 0..num_blocks {
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let mut block = WorldBlock::new();
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let idx = i * block::SIZE_QB;
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block.materials.clone_from_slice(&block_bytes[idx..idx+block::SIZE_QB]);
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instance.blocks.push(block);
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}
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instance
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}
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@@ -61,7 +61,7 @@ impl ChunkLoader {
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* Schedule loading chunks
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*/
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pub fn load(&mut self, pos: ChunkPos) {
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self.queue.send(pos);
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self.queue.send(pos).unwrap();
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}
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/*
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@@ -1,8 +1,3 @@
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use std::sync::atomic::{AtomicBool, Ordering};
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use std::sync::Arc;
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use std::thread::JoinHandle;
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use std::sync::Mutex;
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use std::thread;
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use std::cmp::{min, max};
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use cgmath::Vector3;
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use byteorder::{LittleEndian, ByteOrder};
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@@ -13,46 +8,33 @@ pub const NODE_TEX_SIZE_QB: usize = NODE_TEX_SIZE*NODE_TEX_SIZE*NODE_TEX_SIZE;
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pub struct Nodes {
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node_buffer_a: Mutex<Box<[u32]>>,
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node_buffer_b: Mutex<Box<[u32]>>,
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active_buffer: u8,
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busy: Arc<AtomicBool>,
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node_buffer: [Box<[u32]>; 2],
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active_buffer: usize,
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modified: bool,
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}
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impl Nodes {
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pub fn new() -> Self {
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Self {
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node_buffer_a: Mutex::new(vec![0_u32; NODE_TEX_SIZE_QB].into_boxed_slice()),
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node_buffer_b: Mutex::new(vec![0_u32; NODE_TEX_SIZE_QB].into_boxed_slice()),
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node_buffer: [vec![0_u32; NODE_TEX_SIZE_QB].into_boxed_slice(), vec![0_u32; NODE_TEX_SIZE_QB].into_boxed_slice()],
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active_buffer: 0,
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busy: Arc::new(AtomicBool::new(false)),
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modified: false,
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}
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}
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pub fn get_node(&self, index: usize) -> u32 {
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if self.active_buffer == 0 { self.node_buffer_a.lock().unwrap()[index] }
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else { self.node_buffer_b.lock().unwrap()[index] }
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self.node_buffer[self.active_buffer][index]
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}
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pub fn set_node(&mut self, index: usize, value: u32) {
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if self.active_buffer == 0 { self.node_buffer_a.lock().unwrap()[index] = value; }
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else { self.node_buffer_b.lock().unwrap()[index] = value; }
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self.modified = true;
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self.node_buffer[self.active_buffer][index] = value;
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}
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pub fn shift(&mut self, offset: &Vector3<i32>) -> bool {
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// Prevent shifting if busy
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if self.busy.load(Ordering::Relaxed) {
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return false;
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}
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// Perform shift
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self.busy.store(true, Ordering::Relaxed);
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let a = if self.active_buffer == 0 { 0 } else { 1 };
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let b = if self.active_buffer == 0 { 1 } else { 0 };
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let from = if self.active_buffer == 0 { self.node_buffer_a.lock().unwrap() } else { self.node_buffer_b.lock().unwrap() };
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let mut to = if self.active_buffer == 0 { self.node_buffer_b.lock().unwrap() } else { self.node_buffer_a.lock().unwrap() };
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let (ox, oy, oz) = (offset.x, offset.y, offset.z);
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let size = NODE_TEX_SIZE as i32;
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@@ -61,27 +43,20 @@ impl Nodes {
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for z in max(0, -oz)..min(size-oz, size) {
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let idx0 = x + size * (y + size * z);
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let idx1 = (x+ox) + size * ((y+oy) + size * (z+oz));
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to[idx1 as usize] = from[idx0 as usize];
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self.node_buffer[b][idx1 as usize] = self.node_buffer[a][idx0 as usize];
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}
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}
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}
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self.active_buffer = !self.active_buffer;
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self.active_buffer = b;
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self.modified = true;
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self.busy.store(false, Ordering::Relaxed);
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true
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}
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pub fn update(&mut self, queue: &wgpu::Queue, texture: &wgpu::Texture) {
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if self.modified && !self.busy.load(Ordering::Relaxed) {
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if self.modified {
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self.modified = false;
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// Select target node buffer
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let node_buffer;
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if self.active_buffer == 0 { node_buffer = &self.node_buffer_a; }
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else { node_buffer = &self.node_buffer_b; }
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// Write all nodes to gpu
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for z in 0..NODE_TEX_SIZE {
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@@ -90,7 +65,7 @@ impl Nodes {
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let node_size = wgpu::Extent3d { width: NODE_TEX_SIZE as u32, height: NODE_TEX_SIZE as u32, depth: 1 };
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let mut node_bytes = [0_u8; NODE_TEX_SIZE_SQ*4];
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let offset = NODE_TEX_SIZE_SQ*z;
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LittleEndian::write_u32_into(&node_buffer.lock().unwrap()[offset..offset+NODE_TEX_SIZE_SQ], &mut node_bytes);
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LittleEndian::write_u32_into(&self.node_buffer[self.active_buffer][offset..offset+NODE_TEX_SIZE_SQ], &mut node_bytes);
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// Write nodes
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queue.write_texture(
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