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Instance tables refactor part 3: flatten ImageFrame<P> in lieu of Image<P> (#2256)
* Remove ImageFrame<T> by flattening it into Image<T> * Rename TextureFrame to ImageTexture * Fix tests
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19 changed files with 235 additions and 269 deletions
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@ -6,7 +6,7 @@ pub use executor::GpuExecutor;
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use dyn_any::{DynAny, StaticType};
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use gpu_executor::{ComputePassDimensions, GPUConstant, StorageBufferOptions, TextureBufferOptions, TextureBufferType, ToStorageBuffer, ToUniformBuffer};
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use graphene_core::application_io::{ApplicationIo, EditorApi, SurfaceHandle, TextureFrame};
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use graphene_core::application_io::{ApplicationIo, EditorApi, ImageTexture, SurfaceHandle};
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use graphene_core::raster::image::ImageFrameTable;
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use graphene_core::raster::{Image, SRGBA8};
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use graphene_core::transform::{Footprint, Transform};
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@ -913,14 +913,14 @@ async fn render_texture<'a: 'n>(
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}
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#[node_macro::node(category(""))]
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async fn upload_texture<'a: 'n>(_: impl ExtractFootprint + Ctx, input: ImageFrameTable<Color>, executor: &'a WgpuExecutor) -> TextureFrame {
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async fn upload_texture<'a: 'n>(_: impl ExtractFootprint + Ctx, input: ImageFrameTable<Color>, executor: &'a WgpuExecutor) -> ImageTexture {
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// let new_data: Vec<RGBA16F> = input.image.data.into_iter().map(|c| c.into()).collect();
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let input = input.one_instance().instance;
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let new_data: Vec<SRGBA8> = input.image.data.iter().map(|x| (*x).into()).collect();
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let new_data: Vec<SRGBA8> = input.data.iter().map(|x| (*x).into()).collect();
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let new_image = Image {
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width: input.image.width,
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height: input.image.height,
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width: input.width,
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height: input.height,
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data: new_data,
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base64_string: None,
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};
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@ -932,9 +932,9 @@ async fn upload_texture<'a: 'n>(_: impl ExtractFootprint + Ctx, input: ImageFram
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_ => unreachable!("Unsupported ShaderInput type"),
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};
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TextureFrame {
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ImageTexture {
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texture: texture.into(),
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// TODO: Find an alternate way to encode the transform and alpha_blend now that these fields have been moved up out of TextureFrame
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// TODO: Find an alternate way to encode the transform and alpha_blend now that these fields have been moved up out of ImageTexture
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// transform: input.transform,
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// alpha_blend: Default::default(),
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}
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