My stab at CI (#66)
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@@ -114,16 +114,20 @@ struct DirectXResources {
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/// (indexed by isolation depth), up to [`MAX_FILTER_DEPTH`], so nested content blurs isolate
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/// correctly; deeper nests render inline.
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struct BlurResources {
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#[expect(dead_code)]
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scene_color: ID3D11Texture2D,
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scene_color_rtv: Option<ID3D11RenderTargetView>,
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scene_color_srv: Option<ID3D11ShaderResourceView>,
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#[expect(dead_code)]
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ping: ID3D11Texture2D,
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ping_rtv: Option<ID3D11RenderTargetView>,
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ping_srv: Option<ID3D11ShaderResourceView>,
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#[expect(dead_code)]
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pong: ID3D11Texture2D,
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pong_rtv: Option<ID3D11RenderTargetView>,
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pong_srv: Option<ID3D11ShaderResourceView>,
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// Kept alive for the lifetime of their views; indexed by isolation depth.
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#[expect(dead_code)]
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groups: Vec<ID3D11Texture2D>,
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group_rtvs: Vec<Option<ID3D11RenderTargetView>>,
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group_srvs: Vec<Option<ID3D11ShaderResourceView>>,
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