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WIP shaders: wrap Texture in Arc within Raster<GPU>
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@@ -140,7 +140,7 @@ impl WgpuExecutor {
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let mut renderer = self.vello_renderer.lock().await;
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for (image, texture) in context.resource_overrides.iter() {
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let texture_view = wgpu::TexelCopyTextureInfoBase {
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texture: texture.texture.clone(),
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texture: wgpu::Texture::clone(&texture.texture),
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mip_level: 0,
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origin: Origin3d::ZERO,
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aspect: TextureAspect::All,
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@@ -230,7 +230,7 @@ impl PerPixelAdjustGraphicsPipeline {
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rp.draw(0..3, 0..1);
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TableRow {
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element: Raster::new(GPU { texture: tex_out }),
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element: Raster::new_gpu(tex_out),
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transform: *instance.transform,
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alpha_blending: *instance.alpha_blending,
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source_node_id: *instance.source_node_id,
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