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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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@@ -72,11 +72,12 @@ fn test_egui_e2e() {
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const NUM_FRAMES: usize = 5;
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for _ in 0..NUM_FRAMES {
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let full_output = ctx.run_ui(raw_input.clone(), |ui| {
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let mut full_output = ctx.run_ui(raw_input.clone(), |ui| {
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demo_windows.ui(ui);
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});
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let clipped_primitives = ctx.tessellate(full_output.shapes, full_output.pixels_per_point);
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assert!(!clipped_primitives.is_empty());
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full_output.textures_delta.clear(); // Don't panic on drop with unapplied deltas
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}
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}
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@@ -91,7 +92,7 @@ fn test_egui_zero_window_size() {
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const NUM_FRAMES: usize = 5;
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for _ in 0..NUM_FRAMES {
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let full_output = ctx.run_ui(raw_input.clone(), |ui| {
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let mut full_output = ctx.run_ui(raw_input.clone(), |ui| {
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demo_windows.ui(ui);
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});
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let clipped_primitives = ctx.tessellate(full_output.shapes, full_output.pixels_per_point);
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@@ -100,6 +101,7 @@ fn test_egui_zero_window_size() {
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"There should be nothing to show, has at least one primitive with clip_rect: {:?}",
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clipped_primitives[0].clip_rect
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);
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full_output.textures_delta.clear(); // Don't panic on drop with unapplied deltas
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}
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}
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