My stab at CI (#66)
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@@ -135,6 +135,7 @@ struct WgpuPipelines {
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mono_sprites: wgpu::RenderPipeline,
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subpixel_sprites: Option<wgpu::RenderPipeline>,
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poly_sprites: wgpu::RenderPipeline,
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#[allow(dead_code)]
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surfaces: wgpu::RenderPipeline,
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/// Copies a source texture into the (smaller) target with one bilinear tap. Used both to
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/// downsample the scene into the half-resolution blur texture and to blit the offscreen
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@@ -166,6 +167,7 @@ struct WgpuResources {
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bind_group_layouts: WgpuBindGroupLayouts,
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atlas_sampler: wgpu::Sampler,
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surface_sampler: wgpu::Sampler,
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#[allow(dead_code)]
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surface_uniform_buffer: wgpu::Buffer,
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/// One reused uniform buffer holding [`BlurParams`] for every blur pass in a frame, each at a
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/// distinct (alignment-strided) offset. Avoids allocating a buffer per pass; distinct offsets
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@@ -1041,7 +1043,7 @@ impl WgpuRenderer {
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&layouts.globals,
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&layouts.surfaces,
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wgpu::PrimitiveTopology::TriangleStrip,
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&[Some(color_target.clone())],
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&[Some(color_target)],
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1,
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&shader_module,
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);
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@@ -1845,6 +1847,7 @@ impl WgpuRenderer {
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)
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}
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#[cfg(any(target_os = "linux", target_os = "freebsd"))]
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fn draw_surfaces(&self, surfaces: &[PaintSurface], pass: &mut wgpu::RenderPass<'_>) -> bool {
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let resources = self.resources();
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for surface in surfaces {
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@@ -1894,6 +1897,11 @@ impl WgpuRenderer {
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true
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}
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#[cfg(not(any(target_os = "linux", target_os = "freebsd")))]
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fn draw_surfaces(&self, _surfaces: &[PaintSurface], _pass: &mut wgpu::RenderPass<'_>) -> bool {
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true
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}
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/// Build a bind group for a blur pass. Writes `params` into the next slot of the shared
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/// `blur_params_buffer` (no per-pass allocation) and references that slot, the source texture,
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/// and the filtering sampler. Distinct per-pass offsets keep `write_buffer`'s
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