Add minimum sizes to textures to prevent crash (#2300)
# Objective - Fixes #2299 ## Solution - Ensures that textures are never requested with 0 height/width.
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				@ -67,8 +67,8 @@ impl Node for WindowTextureNode {
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                render_resource_context.remove_texture(old_texture);
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            }
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            self.descriptor.size.width = window.physical_width();
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            self.descriptor.size.height = window.physical_height();
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            self.descriptor.size.width = window.physical_width().max(1);
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            self.descriptor.size.height = window.physical_height().max(1);
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            let texture_resource = render_resource_context.create_texture(self.descriptor);
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            output.set(WINDOW_TEXTURE, RenderResourceId::Texture(texture_resource));
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        }
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@ -645,8 +645,8 @@ impl WgpuFrom<&Window> for wgpu::SwapChainDescriptor {
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        wgpu::SwapChainDescriptor {
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            usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
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            format: TextureFormat::default().wgpu_into(),
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            width: window.physical_width(),
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            height: window.physical_height(),
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            width: window.physical_width().max(1),
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            height: window.physical_height().max(1),
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            present_mode: if window.vsync() {
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                wgpu::PresentMode::Fifo
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            } else {
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