WIP shaders: wrap Texture in Arc within Raster<GPU>

This commit is contained in:
firestar99
2025-09-07 20:29:44 +02:00
parent 0a052b8d77
commit e9a8d4fa84
3 changed files with 20 additions and 6 deletions

View File

@@ -140,7 +140,7 @@ impl WgpuExecutor {
let mut renderer = self.vello_renderer.lock().await;
for (image, texture) in context.resource_overrides.iter() {
let texture_view = wgpu::TexelCopyTextureInfoBase {
texture: texture.texture.clone(),
texture: wgpu::Texture::clone(&texture.texture),
mip_level: 0,
origin: Origin3d::ZERO,
aspect: TextureAspect::All,

View File

@@ -230,7 +230,7 @@ impl PerPixelAdjustGraphicsPipeline {
rp.draw(0..3, 0..1);
TableRow {
element: Raster::new(GPU { texture: tex_out }),
element: Raster::new_gpu(tex_out),
transform: *instance.transform,
alpha_blending: *instance.alpha_blending,
source_node_id: *instance.source_node_id,