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chore(deps): update wgpu to v30
* Update Rust crate wgpu to v30 * Fix Linux wgpu texture import build * Fix wgpu 30 API usage in osr example * Fix macOS wgpu texture import API usage * Fix Windows wgpu 30 create_texture_from_hal API usage in d3d11.rs --------- Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
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@@ -57,7 +57,7 @@ syn = { version = "3", features = ["full"] }
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thiserror = "2"
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toml_edit = "0.25"
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tracing = "0.1"
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wgpu = "29"
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wgpu = "30"
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winres = "0.1"
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x11-dl = "2"
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@@ -130,6 +130,7 @@ impl D3D11Importer {
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usage: wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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},
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wgpu::TextureUses::RESOURCE,
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)
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};
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@@ -192,6 +193,7 @@ impl D3D11Importer {
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usage: wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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},
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wgpu::TextureUses::RESOURCE,
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)
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};
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@@ -138,6 +138,7 @@ impl DmaBufImporter {
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usage: wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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},
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TextureUses::RESOURCE,
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)
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};
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@@ -159,6 +159,7 @@ impl IOSurfaceImporter {
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height: texture_desc.size.height,
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depth: texture_desc.array_layer_count(),
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},
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None,
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);
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Ok::<_, TextureImportError>(hal_tex)
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@@ -167,7 +168,11 @@ impl IOSurfaceImporter {
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};
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Ok(unsafe {
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device.create_texture_from_hal::<wgpu::wgc::api::Metal>(hal_tex, &texture_desc)
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device.create_texture_from_hal::<wgpu::wgc::api::Metal>(
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hal_tex,
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&texture_desc,
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wgpu::TextureUses::RESOURCE,
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)
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})
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}
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@@ -99,7 +99,7 @@ impl State {
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[Vertex::desc()],
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buffers: &[Some(Vertex::desc())],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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@@ -159,6 +159,7 @@ impl State {
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let surface_config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: self.surface_format,
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color_space: wgpu::SurfaceColorSpace::Auto,
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view_formats: vec![self.surface_format],
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alpha_mode: wgpu::CompositeAlphaMode::Auto,
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width: self.size.width,
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@@ -226,7 +227,7 @@ impl State {
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});
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self.window.pre_present_notify();
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surface_texture.present();
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self.queue.present(surface_texture);
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}
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}
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