Introduce Scene::push_foreground_layer
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@@ -142,7 +142,7 @@ impl Renderer {
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let mut sprites = Vec::new();
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let mut vertices = Vec::<shaders::GPUIPathVertex>::new();
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let mut current_atlas_id = None;
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for (layer_id, layer) in scene.layers().iter().enumerate() {
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for (layer_id, layer) in scene.layers().enumerate() {
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for path in layer.paths() {
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let origin = path.bounds.origin() * scene.scale_factor();
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let size = (path.bounds.size() * scene.scale_factor()).ceil();
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@@ -285,7 +285,7 @@ impl Renderer {
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let mut path_sprites = path_sprites.into_iter().peekable();
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for (layer_id, layer) in scene.layers().iter().enumerate() {
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for (layer_id, layer) in scene.layers().enumerate() {
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self.clip(scene, layer, drawable_size, command_encoder);
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self.render_shadows(scene, layer, offset, drawable_size, command_encoder);
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self.render_quads(scene, layer, offset, drawable_size, command_encoder);
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