Avoid casting view ids to u32
Also, it looks like using a u64 directly doesn't work well with Metal shaders, so we unpack the u64 into two u32s.
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parent
a4ef1bc096
commit
142a8b68c8
3 changed files with 55 additions and 31 deletions
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@ -1102,7 +1102,7 @@ impl<'a> WindowContext<'a> {
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window.next_frame.scene.insert(
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&window.next_frame.z_index_stack,
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Shadow {
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view_id: view_id.as_u64() as u32,
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view_id: view_id.into(),
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layer_id: 0,
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order: 0,
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bounds: shadow_bounds.scale(scale_factor),
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@ -1127,7 +1127,7 @@ impl<'a> WindowContext<'a> {
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window.next_frame.scene.insert(
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&window.next_frame.z_index_stack,
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Quad {
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view_id: view_id.as_u64() as u32,
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view_id: view_id.into(),
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layer_id: 0,
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order: 0,
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bounds: quad.bounds.scale(scale_factor),
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@ -1148,7 +1148,7 @@ impl<'a> WindowContext<'a> {
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path.content_mask = content_mask;
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path.color = color.into();
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path.view_id = view_id.as_u64() as u32;
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path.view_id = view_id.into();
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let window = &mut *self.window;
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window
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.next_frame
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@ -1180,7 +1180,7 @@ impl<'a> WindowContext<'a> {
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window.next_frame.scene.insert(
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&window.next_frame.z_index_stack,
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Underline {
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view_id: view_id.as_u64() as u32,
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view_id: view_id.into(),
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layer_id: 0,
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order: 0,
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bounds: bounds.scale(scale_factor),
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@ -1236,7 +1236,7 @@ impl<'a> WindowContext<'a> {
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window.next_frame.scene.insert(
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&window.next_frame.z_index_stack,
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MonochromeSprite {
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view_id: view_id.as_u64() as u32,
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view_id: view_id.into(),
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layer_id: 0,
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order: 0,
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bounds,
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@ -1290,7 +1290,7 @@ impl<'a> WindowContext<'a> {
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window.next_frame.scene.insert(
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&window.next_frame.z_index_stack,
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PolychromeSprite {
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view_id: view_id.as_u64() as u32,
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view_id: view_id.into(),
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layer_id: 0,
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order: 0,
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bounds,
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@ -1335,7 +1335,7 @@ impl<'a> WindowContext<'a> {
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window.next_frame.scene.insert(
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&window.next_frame.z_index_stack,
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MonochromeSprite {
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view_id: view_id.as_u64() as u32,
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view_id: view_id.into(),
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layer_id: 0,
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order: 0,
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bounds,
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@ -1374,7 +1374,7 @@ impl<'a> WindowContext<'a> {
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window.next_frame.scene.insert(
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&window.next_frame.z_index_stack,
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PolychromeSprite {
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view_id: view_id.as_u64() as u32,
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view_id: view_id.into(),
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layer_id: 0,
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order: 0,
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bounds,
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@ -1397,7 +1397,7 @@ impl<'a> WindowContext<'a> {
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window.next_frame.scene.insert(
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&window.next_frame.z_index_stack,
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Surface {
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view_id: view_id.as_u64() as u32,
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view_id: view_id.into(),
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layer_id: 0,
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order: 0,
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bounds,
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