always increment solid/gradient count in wgpu mesh rendering
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@ -505,6 +505,14 @@ impl Layer {
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.intersection(&(mesh.clip_bounds() * transformation))
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.and_then(Rectangle::snap)
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else {
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match mesh {
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Mesh::Solid { .. } => {
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num_solids += 1;
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}
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Mesh::Gradient { .. } => {
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num_gradients += 1;
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}
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}
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continue;
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};
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