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https://github.com/emilk/egui.git
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Add support for texture filters in WGPU backend
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@@ -416,10 +416,14 @@ impl RenderPass {
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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});
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let filter = match image_delta.filter {
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egui::TextureFilter::Nearest => wgpu::FilterMode::Nearest,
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egui::TextureFilter::Linear => wgpu::FilterMode::Linear,
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};
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: None,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mag_filter: filter,
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min_filter: filter,
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..Default::default()
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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@@ -488,11 +492,12 @@ impl RenderPass {
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/// The `Texture` must have the format `TextureFormat::Rgba8UnormSrgb` and usage
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/// `TextureUsage::SAMPLED`. Any compare function supplied in the `SamplerDescriptor` will be
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/// ignored.
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#[allow(clippy::needless_pass_by_value)] // false positive
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pub fn register_native_texture_with_sampler_options(
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&mut self,
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device: &wgpu::Device,
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texture: &wgpu::TextureView,
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sampler_descriptor: wgpu::SamplerDescriptor,
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sampler_descriptor: wgpu::SamplerDescriptor<'_>,
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) -> egui::TextureId {
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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compare: None,
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