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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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@@ -144,7 +144,8 @@ fn accesskit_output_single_egui_frame(run_ui: impl FnMut(&mut Ui)) -> TreeUpdate
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ctx.global_style_mut(|style| style.animation_time = 0.0);
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ctx.enable_accesskit();
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let output = ctx.run_ui(RawInput::default(), run_ui);
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let mut output = ctx.run_ui(RawInput::default(), run_ui);
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output.textures_delta.clear(); // Don't panic on drop with unapplied deltas
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output
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.platform_output
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