pub fn create_color_target(
device: &Device,
format: TextureFormat,
width: u32,
height: u32,
) -> TextureExpand description
Allocate a persistent color texture for a render target.
It is created with
RENDER_ATTACHMENT,
COPY_SRC so the frame can be read back,
and TEXTURE_BINDING so a later
pass can sample it. A frame that draws into it pairs it with the depth and
multisample textures create_depth_target and create_msaa_target
allocate.