Fix TAA on camera with viewport (#14582)
# Objective Closes #14526 ## Solution The history texture was being created incorrectly with the viewport size rather than target size. When viewport < target, this meant that the render attachments would differer in size which causes a wgpu validation error. ## Testing Example in linked issue works.
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@ -402,13 +402,13 @@ fn prepare_taa_history_textures(
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views: Query<(Entity, &ExtractedCamera, &ExtractedView), With<TemporalAntiAliasSettings>>,
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views: Query<(Entity, &ExtractedCamera, &ExtractedView), With<TemporalAntiAliasSettings>>,
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) {
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) {
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for (entity, camera, view) in &views {
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for (entity, camera, view) in &views {
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if let Some(physical_viewport_size) = camera.physical_viewport_size {
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if let Some(physical_target_size) = camera.physical_target_size {
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let mut texture_descriptor = TextureDescriptor {
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let mut texture_descriptor = TextureDescriptor {
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label: None,
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label: None,
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size: Extent3d {
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size: Extent3d {
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depth_or_array_layers: 1,
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depth_or_array_layers: 1,
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width: physical_viewport_size.x,
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width: physical_target_size.x,
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height: physical_viewport_size.y,
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height: physical_target_size.y,
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},
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},
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mip_level_count: 1,
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mip_level_count: 1,
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sample_count: 1,
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sample_count: 1,
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