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Render filters on display objects #11702
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912149a
wgpu: Don't perform copy inside Surface::apply_filter
Dinnerbone 1feb061
wgpu: Take in a &wgpu::Texture not our own texture as we don't need o…
Dinnerbone e4a13ad
wgpu: Move run_copy_pipeline to utils
Dinnerbone fa0d9a9
render: Add filters to BitmapCacheEntry
Dinnerbone 10dde22
tests: Add ColorMatrixFilter visual test
Dinnerbone f05fe98
core: Add dumb filter list inside debug ui
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just to be sure: do you think us copying the filters vec (the call does a deep
.clone()
inside) is okay if dome each time here and in debug code?There was a problem hiding this comment.
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Debug code: I don't mind perf losses there so much, but I'd like to change
filters
to return a ref but that felt out of scope (already is vec today) which would be fine for debugFor render: It needs a clone ideally, I don't like the idea of refs leaking out to render, or things that can be interior mutable. I'd like to end up with a state that rendering can be done entirely on another thread on desktop (maybe web in a few years...) and trying to keep that design in mind, it submits work and moves on
Edit: The size of a filter shouldn't be too big, either!