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Prevent accidentally dropping TexturesDelta (#8356)
We had a ton of issues around `TexturesDelta` that weren't properly applied because we early-out of some function: * https://github.com/emilk/egui/pull/8313 * https://github.com/emilk/egui/pull/8250 * https://github.com/emilk/egui/pull/8279 This PR changes texture updates, so that we always store them after taking them out of `FullOutput` and keep the delta around until it's actually applied (by passing &mut refs and draining instead of iterating). So even if we add a new early return somewhere, that can't break texture updates. It also optimizes `TexturesDelta::append` by dropping any previous deltas if there's a new `whole` delta or a `free`. It also adds a debug assert that any `TexturesDelta` is empty when dropped, as an additional safeguard in case the bug sneaks back in. --------- Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -164,7 +164,7 @@ impl WebPainter for WebPainterWgpu {
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clear_color: [f32; 4],
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clipped_primitives: &[egui::ClippedPrimitive],
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pixels_per_point: f32,
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textures_delta: &egui::TexturesDelta,
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textures_delta: &mut egui::TexturesDelta,
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capture_data: Vec<UserData>,
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) -> Result<(), JsValue> {
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let capture = !capture_data.is_empty();
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@@ -210,13 +210,16 @@ impl WebPainter for WebPainterWgpu {
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let user_cmd_bufs = {
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let mut renderer = render_state.renderer.write();
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for (id, image_delta) in &textures_delta.set {
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renderer.update_texture(
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&render_state.device,
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&render_state.queue,
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*id,
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image_delta,
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);
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#[expect(clippy::iter_over_hash_type)] // Order doesn't matter here
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for (id, image_deltas) in textures_delta.set.drain() {
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for image_delta in image_deltas {
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renderer.update_texture(
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&render_state.device,
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&render_state.queue,
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id,
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&image_delta,
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);
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}
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}
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renderer.update_buffers(
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@@ -388,8 +391,9 @@ impl WebPainter for WebPainterWgpu {
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// However, once we called `wgpu::Queue::submit`, it is up for wgpu to determine how long the underlying gpu resource has to live.
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{
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let mut renderer = render_state.renderer.write();
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for id in &textures_delta.free {
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renderer.free_texture(id);
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#[expect(clippy::iter_over_hash_type)] // Order doesn't matter here
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for id in textures_delta.free.drain() {
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renderer.free_texture(&id);
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}
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}
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