Hack to fix GL-specific backend issue where if image atlas grows to a layer depth of 6, GL interprets the texture as a cube map vs a 2d texture array
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5 changed files with 32 additions and 9 deletions
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@ -93,6 +93,7 @@ impl Cache {
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pub fn upload(
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&mut self,
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device: &wgpu::Device,
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backend: wgpu::Backend,
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encoder: &mut wgpu::CommandEncoder,
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handle: &svg::Handle,
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color: Option<Color>,
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@ -167,8 +168,8 @@ impl Cache {
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});
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}
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let allocation =
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atlas.upload(device, encoder, width, height, &rgba)?;
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let allocation = atlas
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.upload(device, backend, encoder, width, height, &rgba)?;
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log::debug!("allocating {id} {width}x{height}");
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