have the api of the compu somewhat figured out. Need to weigh my options on texture, buffer, and image handles and how I'm going to get them from the vkprocessor
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@@ -1,41 +1,13 @@
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use vulkano::device::{Device, Queue};
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use vulkano::instance::{PhysicalDevice, QueueFamily};
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use vulkano::pipeline::{GraphicsPipeline, GraphicsPipelineAbstract, GraphicsPipelineBuilder};
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use std::sync::Arc;
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use std::ffi::CStr;
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use std::path::PathBuf;
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use shade_runner as sr;
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use vulkano::framebuffer::{Subpass, RenderPassAbstract, Framebuffer, FramebufferAbstract};
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use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, SpecializationConstants, SpecializationMapEntry};
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use vulkano::swapchain::{Capabilities};
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use crate::vertex_2d::ColoredVertex2D;
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/*
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