More or less forcibly squeeze all the existing implementation into the new basic structure with two separate »pillars« **Breakages** - existing code expected the `BufferStore` to transition to ''locked'' state - existing code expected `provideLockedBuffer(typeID)` to tail-call the `buildHandle()` function of the enclosing `BufferProvider` base implementation - various diagnostic usages bypassed the official APIs and called directly into the implementation. This is no longer possible; rather, `DiagnosticBufferProvider` needs to provide additional diagnostic API to suit those purposes |
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| .. | ||
| asset | ||
| control | ||
| engine | ||
| fixture | ||
| mobject | ||
| play | ||
| render-segment-test.cpp | ||