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https://github.com/Zenithsiz/zsw.git
synced 2026-02-03 17:52:15 +00:00
Renamed usages of panel_state to state.
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d0305b7212
commit
d430689b52
@ -70,13 +70,13 @@ fn draw_fade_panel_editor(
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ui: &mut egui::Ui,
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wgpu: &Wgpu,
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window_geometry: Rect<i32, u32>,
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panel_state: &mut PanelFadeState,
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state: &mut PanelFadeState,
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display: &mut Display,
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) {
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{
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let mut is_paused = panel_state.is_paused();
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let mut is_paused = state.is_paused();
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ui.checkbox(&mut is_paused, "Paused");
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panel_state.set_paused(is_paused);
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state.set_paused(is_paused);
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}
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ui.collapsing("Geometries", |ui| {
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@ -99,51 +99,51 @@ fn draw_fade_panel_editor(
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// Note: We only allow up until the duration - 1 so that you don't get stuck
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// skipping images when you hold it at the max value
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// TODO: This max needs to be `duration - min_frame_duration` to not skip ahead.
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let max = panel_state.duration().mul_f32(0.99);
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let mut progress = panel_state.progress();
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let max = state.duration().mul_f32(0.99);
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let mut progress = state.progress();
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super::draw_duration(ui, &mut progress, Duration::ZERO..=max);
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panel_state.set_progress(progress);
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state.set_progress(progress);
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});
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ui.horizontal(|ui| {
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ui.label("Fade Duration");
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let min = Duration::ZERO;
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let max = panel_state.duration() / 2;
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let max = state.duration() / 2;
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let mut fade_duration = panel_state.fade_duration();
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let mut fade_duration = state.fade_duration();
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super::draw_duration(ui, &mut fade_duration, min..=max);
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panel_state.set_fade_duration(fade_duration);
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state.set_fade_duration(fade_duration);
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});
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ui.horizontal(|ui| {
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ui.label("Duration");
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let mut duration = panel_state.duration();
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let mut duration = state.duration();
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super::draw_duration(ui, &mut duration, Duration::ZERO..=Duration::from_secs_f32(180.0));
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panel_state.set_duration(duration);
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state.set_duration(duration);
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});
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ui.horizontal(|ui| {
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ui.label("Skip");
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if ui.button("🔄").clicked() {
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panel_state.skip(wgpu).block_on();
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state.skip(wgpu).block_on();
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}
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});
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ui.collapsing("Images", |ui| {
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ui.collapsing("Previous", |ui| {
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self::draw_fade_panel_image(ui, &mut panel_state.images_mut().prev);
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self::draw_fade_panel_image(ui, &mut state.images_mut().prev);
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});
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ui.collapsing("Current", |ui| {
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self::draw_fade_panel_image(ui, &mut panel_state.images_mut().cur);
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self::draw_fade_panel_image(ui, &mut state.images_mut().cur);
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});
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ui.collapsing("Next", |ui| {
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self::draw_fade_panel_image(ui, &mut panel_state.images_mut().next);
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self::draw_fade_panel_image(ui, &mut state.images_mut().next);
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});
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});
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ui.collapsing("Playlist", |ui| {
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let playlist_player = panel_state.playlist_player().lock().block_on();
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let playlist_player = state.playlist_player().lock().block_on();
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let row_height = ui.text_style_height(&egui::TextStyle::Body);
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@ -154,7 +154,7 @@ impl Panels {
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.with_context(|| format!("Unable to load display {:?}", profile_panel.display))?;
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let panel_state = match &profile_panel.shader {
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let state = match &profile_panel.shader {
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ProfilePanelShader::None(shader) => PanelState::None(PanelNoneState::new(shader.background_color)),
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ProfilePanelShader::Fade(shader) => {
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let state = PanelFadeState::new(shader.duration, shader.fade_duration, match shader.inner {
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@ -192,7 +192,7 @@ impl Panels {
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},
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};
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let panel = Panel::new(display, panel_state);
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let panel = Panel::new(display, state);
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self.inner.lock().await.panels.push(Arc::new(Mutex::new(panel)));
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Ok::<_, AppError>(())
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@ -372,7 +372,7 @@ impl PanelsRenderer {
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window_id: WindowId,
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geometry_idx: usize,
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surface_size: PhysicalSize<u32>,
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panel_state: &PanelState,
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state: &PanelState,
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window_geometry: Rect<i32, u32>,
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display_geometry: &DisplayGeometry,
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render_pass: &mut wgpu::RenderPass<'_>,
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@ -381,19 +381,19 @@ impl PanelsRenderer {
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let pos_matrix = display_geometry.pos_matrix(window_geometry, surface_size);
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let pos_matrix = uniform::Matrix4x4(pos_matrix.into());
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match panel_state {
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PanelState::None(panel_state) => Self::render_panel_none_geometry(
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match state {
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PanelState::None(state) => Self::render_panel_none_geometry(
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wgpu,
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render_pass,
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window_id,
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geometry_idx,
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&shared.none,
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pos_matrix,
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panel_state,
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state,
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)
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.await
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.into(),
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PanelState::Fade(panel_state) => Self::render_panel_fade_geometry(
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PanelState::Fade(state) => Self::render_panel_fade_geometry(
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wgpu,
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render_pass,
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window_id,
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@ -401,18 +401,18 @@ impl PanelsRenderer {
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&shared.fade,
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display_geometry,
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pos_matrix,
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panel_state,
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state,
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)
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.await
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.into(),
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PanelState::Slide(panel_state) => Self::render_panel_slide_geometry(
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PanelState::Slide(state) => Self::render_panel_slide_geometry(
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wgpu,
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render_pass,
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window_id,
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geometry_idx,
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&shared.slide,
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pos_matrix,
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panel_state,
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state,
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)
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.await
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.into(),
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@ -427,16 +427,14 @@ impl PanelsRenderer {
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geometry_idx: usize,
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shared: &PanelNoneShared,
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pos_matrix: uniform::Matrix4x4,
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panel_state: &PanelNoneState,
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state: &PanelNoneState,
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) -> metrics::RenderPanelGeometryNoneFrameTime {
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let geometry_uniforms = panel_state
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.geometry_uniforms(wgpu, shared, window_id, geometry_idx)
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.await;
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let geometry_uniforms = state.geometry_uniforms(wgpu, shared, window_id, geometry_idx).await;
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#[time(write_uniforms)]
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let () = Self::write_uniforms(wgpu, &geometry_uniforms.buffer, uniform::None {
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pos_matrix,
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background_color: uniform::Vec4(panel_state.background_color),
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background_color: uniform::Vec4(state.background_color),
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});
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// Bind the geometry uniforms
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@ -456,16 +454,16 @@ impl PanelsRenderer {
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shared: &PanelFadeShared,
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display_geometry: &DisplayGeometry,
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pos_matrix: uniform::Matrix4x4,
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panel_state: &PanelFadeState,
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state: &PanelFadeState,
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) -> metrics::RenderPanelGeometryFadeFrameTime {
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let p = panel_state.progress_norm();
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let f = panel_state.fade_duration_norm();
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let p = state.progress_norm();
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let f = state.fade_duration_norm();
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// Full duration an image is on screen (including the fades)
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let d = 1.0 + 2.0 * f;
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let mut image_metrics = HashMap::new();
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for (panel_image_slot, panel_image) in panel_state.images().iter() {
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for (panel_image_slot, panel_image) in state.images().iter() {
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let geometry_uniforms = panel_image
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.geometry_uniforms(wgpu, &shared.images, window_id, geometry_idx)
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.await;
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@ -500,7 +498,7 @@ impl PanelsRenderer {
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let image_ratio = display_geometry.image_ratio(image_size);
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#[time(write_uniforms)]
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let () = match panel_state.shader() {
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let () = match state.shader() {
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PanelFadeShader::Basic => Self::write_uniforms(wgpu, &geometry_uniforms.buffer, uniform::FadeBasic {
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pos_matrix,
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image_ratio: uniform::Vec2(image_ratio.into()),
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@ -540,7 +538,7 @@ impl PanelsRenderer {
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render_pass.set_bind_group(0, &geometry_uniforms.bind_group, &[]);
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// Bind the image uniforms
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let sampler = panel_state.images().image_sampler(wgpu).await;
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let sampler = state.images().image_sampler(wgpu).await;
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render_pass.set_bind_group(1, panel_image.bind_group(wgpu, sampler, &shared.images).await, &[]);
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#[time(draw)]
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@ -563,11 +561,9 @@ impl PanelsRenderer {
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geometry_idx: usize,
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shared: &PanelSlideShared,
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pos_matrix: uniform::Matrix4x4,
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panel_state: &PanelSlideState,
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state: &PanelSlideState,
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) -> metrics::RenderPanelGeometrySlideFrameTime {
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let geometry_uniforms = panel_state
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.geometry_uniforms(wgpu, shared, window_id, geometry_idx)
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.await;
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let geometry_uniforms = state.geometry_uniforms(wgpu, shared, window_id, geometry_idx).await;
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#[time(write_uniforms)]
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let () = Self::write_uniforms(wgpu, &geometry_uniforms.buffer, uniform::Slide { pos_matrix });
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