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.
This commit is contained in:
Antonio Scandurra 2024-01-11 12:28:48 +01:00
parent a4ef1bc096
commit 142a8b68c8
3 changed files with 55 additions and 31 deletions

View file

@ -1102,7 +1102,7 @@ impl<'a> WindowContext<'a> {
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Shadow {
view_id: view_id.as_u64() as u32,
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds: shadow_bounds.scale(scale_factor),
@ -1127,7 +1127,7 @@ impl<'a> WindowContext<'a> {
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Quad {
view_id: view_id.as_u64() as u32,
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds: quad.bounds.scale(scale_factor),
@ -1148,7 +1148,7 @@ impl<'a> WindowContext<'a> {
path.content_mask = content_mask;
path.color = color.into();
path.view_id = view_id.as_u64() as u32;
path.view_id = view_id.into();
let window = &mut *self.window;
window
.next_frame
@ -1180,7 +1180,7 @@ impl<'a> WindowContext<'a> {
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Underline {
view_id: view_id.as_u64() as u32,
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds: bounds.scale(scale_factor),
@ -1236,7 +1236,7 @@ impl<'a> WindowContext<'a> {
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
MonochromeSprite {
view_id: view_id.as_u64() as u32,
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
@ -1290,7 +1290,7 @@ impl<'a> WindowContext<'a> {
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
PolychromeSprite {
view_id: view_id.as_u64() as u32,
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
@ -1335,7 +1335,7 @@ impl<'a> WindowContext<'a> {
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
MonochromeSprite {
view_id: view_id.as_u64() as u32,
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
@ -1374,7 +1374,7 @@ impl<'a> WindowContext<'a> {
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
PolychromeSprite {
view_id: view_id.as_u64() as u32,
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,
@ -1397,7 +1397,7 @@ impl<'a> WindowContext<'a> {
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Surface {
view_id: view_id.as_u64() as u32,
view_id: view_id.into(),
layer_id: 0,
order: 0,
bounds,