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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