pub fn create_render_target(
device: &Device,
format: TextureFormat,
width: u32,
height: u32,
sample_count: u32,
) -> FrameTexturesExpand description
Allocate a persistent color texture, a transient depth texture, and — when
sample_count > 1 — a transient multisample texture, each with a matching
view, and assemble them into a RenderAttachments.
The color texture is created with
TextureUsages::RENDER_ATTACHMENT,
TextureUsages::COPY_SRC so the caller
can read the frame back, and
TextureUsages::TEXTURE_BINDING so
a later pass can sample it. The depth and multisample textures use
TextureUsages::RENDER_ATTACHMENT |
TRANSIENT_ATTACHMENT. The
depth format is default_depth_stencil_format’s choice for device.
The returned FrameTextures gives the caller ownership of every texture,
so they can register views in a crate::resources::ResourceGraph or
otherwise manage lifetimes beyond the attachment set’s borrow.