gfx: add TODO for SpritePipeline multi-texturing
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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@ -226,6 +226,7 @@ fn buildPipeline(
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const texture3_view = if (opt_texture3) |tex| tex.createView(&gpu.TextureView.Descriptor{ .label = label }) else texture_view;
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const texture3_view = if (opt_texture3) |tex| tex.createView(&gpu.TextureView.Descriptor{ .label = label }) else texture_view;
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const texture4_view = if (opt_texture4) |tex| tex.createView(&gpu.TextureView.Descriptor{ .label = label }) else texture_view;
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const texture4_view = if (opt_texture4) |tex| tex.createView(&gpu.TextureView.Descriptor{ .label = label }) else texture_view;
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defer texture_view.release();
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defer texture_view.release();
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// TODO: texture views 2-4 leak
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const bind_group = opt_bind_group orelse device.createBindGroup(
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const bind_group = opt_bind_group orelse device.createBindGroup(
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&gpu.BindGroup.Descriptor.init(.{
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&gpu.BindGroup.Descriptor.init(.{
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