fix nightly clippy lints (#2568)
Fix new nightly clippy lints on `pipelined-rendering`
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0b800e547b
commit
7b336fd779
@ -53,7 +53,7 @@ pub struct AssetServerInternal {
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pub(crate) asset_ref_counter: AssetRefCounter,
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pub(crate) asset_ref_counter: AssetRefCounter,
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pub(crate) asset_sources: Arc<RwLock<HashMap<SourcePathId, SourceInfo>>>,
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pub(crate) asset_sources: Arc<RwLock<HashMap<SourcePathId, SourceInfo>>>,
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pub(crate) asset_lifecycles: Arc<RwLock<HashMap<Uuid, Box<dyn AssetLifecycle>>>>,
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pub(crate) asset_lifecycles: Arc<RwLock<HashMap<Uuid, Box<dyn AssetLifecycle>>>>,
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loaders: RwLock<Vec<Arc<Box<dyn AssetLoader>>>>,
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loaders: RwLock<Vec<Arc<dyn AssetLoader>>>,
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extension_to_loader_index: RwLock<HashMap<String, usize>>,
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extension_to_loader_index: RwLock<HashMap<String, usize>>,
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handle_to_path: Arc<RwLock<HashMap<HandleId, AssetPath<'static>>>>,
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handle_to_path: Arc<RwLock<HashMap<HandleId, AssetPath<'static>>>>,
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task_pool: TaskPool,
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task_pool: TaskPool,
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@ -112,7 +112,7 @@ impl AssetServer {
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.write()
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.write()
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.insert(extension.to_string(), loader_index);
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.insert(extension.to_string(), loader_index);
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}
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}
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loaders.push(Arc::new(Box::new(loader)));
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loaders.push(Arc::new(loader));
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}
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}
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pub fn watch_for_changes(&self) -> Result<(), AssetServerError> {
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pub fn watch_for_changes(&self) -> Result<(), AssetServerError> {
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@ -130,10 +130,7 @@ impl AssetServer {
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HandleUntyped::strong(id.into(), sender)
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HandleUntyped::strong(id.into(), sender)
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}
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}
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fn get_asset_loader(
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fn get_asset_loader(&self, extension: &str) -> Result<Arc<dyn AssetLoader>, AssetServerError> {
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&self,
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extension: &str,
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) -> Result<Arc<Box<dyn AssetLoader>>, AssetServerError> {
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let index = {
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let index = {
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// scope map to drop lock as soon as possible
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// scope map to drop lock as soon as possible
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let map = self.server.extension_to_loader_index.read();
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let map = self.server.extension_to_loader_index.read();
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@ -149,7 +146,7 @@ impl AssetServer {
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fn get_path_asset_loader<P: AsRef<Path>>(
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fn get_path_asset_loader<P: AsRef<Path>>(
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&self,
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&self,
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path: P,
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path: P,
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) -> Result<Arc<Box<dyn AssetLoader>>, AssetServerError> {
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) -> Result<Arc<dyn AssetLoader>, AssetServerError> {
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let s = path
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let s = path
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.as_ref()
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.as_ref()
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.file_name()
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.file_name()
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@ -631,39 +631,37 @@ pub fn queue_meshes(
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},
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},
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BindGroupEntry {
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BindGroupEntry {
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binding: 1,
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binding: 1,
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resource: BindingResource::TextureView(
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resource: BindingResource::TextureView(base_color_texture_view),
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&base_color_texture_view,
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),
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},
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},
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BindGroupEntry {
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BindGroupEntry {
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binding: 2,
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binding: 2,
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resource: BindingResource::Sampler(&base_color_sampler),
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resource: BindingResource::Sampler(base_color_sampler),
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},
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},
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BindGroupEntry {
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BindGroupEntry {
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binding: 3,
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binding: 3,
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resource: BindingResource::TextureView(&emissive_texture_view),
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resource: BindingResource::TextureView(emissive_texture_view),
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},
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},
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BindGroupEntry {
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BindGroupEntry {
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binding: 4,
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binding: 4,
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resource: BindingResource::Sampler(&emissive_sampler),
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resource: BindingResource::Sampler(emissive_sampler),
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},
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},
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BindGroupEntry {
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BindGroupEntry {
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binding: 5,
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binding: 5,
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resource: BindingResource::TextureView(
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resource: BindingResource::TextureView(
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&metallic_roughness_texture_view,
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metallic_roughness_texture_view,
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),
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),
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},
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},
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BindGroupEntry {
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BindGroupEntry {
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binding: 6,
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binding: 6,
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resource: BindingResource::Sampler(&metallic_roughness_sampler),
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resource: BindingResource::Sampler(metallic_roughness_sampler),
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},
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},
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BindGroupEntry {
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BindGroupEntry {
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binding: 7,
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binding: 7,
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resource: BindingResource::TextureView(&occlusion_texture_view),
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resource: BindingResource::TextureView(occlusion_texture_view),
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},
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},
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BindGroupEntry {
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BindGroupEntry {
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binding: 8,
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binding: 8,
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resource: BindingResource::Sampler(&occlusion_sampler),
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resource: BindingResource::Sampler(occlusion_sampler),
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},
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},
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],
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],
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label: None,
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label: None,
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@ -210,34 +210,34 @@ impl Mesh {
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for (_, attributes) in self.attributes.iter_mut() {
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for (_, attributes) in self.attributes.iter_mut() {
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let indices = indices.iter();
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let indices = indices.iter();
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match attributes {
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match attributes {
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VertexAttributeValues::Float32(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Float32(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Sint32(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Sint32(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Uint32(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Uint32(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Float32x2(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Float32x2(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Sint32x2(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Sint32x2(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Uint32x2(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Uint32x2(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Float32x3(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Float32x3(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Sint32x3(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Sint32x3(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Uint32x3(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Uint32x3(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Sint32x4(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Sint32x4(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Uint32x4(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Uint32x4(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Float32x4(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Float32x4(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Sint16x2(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Sint16x2(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Snorm16x2(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Snorm16x2(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Uint16x2(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Uint16x2(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Unorm16x2(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Unorm16x2(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Sint16x4(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Sint16x4(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Snorm16x4(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Snorm16x4(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Uint16x4(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Uint16x4(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Unorm16x4(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Unorm16x4(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Sint8x2(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Sint8x2(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Snorm8x2(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Snorm8x2(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Uint8x2(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Uint8x2(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Unorm8x2(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Unorm8x2(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Sint8x4(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Sint8x4(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Snorm8x4(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Snorm8x4(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Uint8x4(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Uint8x4(vec) => *vec = duplicate(vec, indices),
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VertexAttributeValues::Unorm8x4(vec) => *vec = duplicate(&vec, indices),
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VertexAttributeValues::Unorm8x4(vec) => *vec = duplicate(vec, indices),
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}
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}
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}
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}
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}
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}
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@ -560,7 +560,7 @@ impl RenderAsset for Mesh {
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let index_info = mesh.get_index_buffer_bytes().map(|data| GpuIndexInfo {
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let index_info = mesh.get_index_buffer_bytes().map(|data| GpuIndexInfo {
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buffer: render_device.create_buffer_with_data(&BufferInitDescriptor {
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buffer: render_device.create_buffer_with_data(&BufferInitDescriptor {
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usage: BufferUsage::INDEX,
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usage: BufferUsage::INDEX,
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contents: &data,
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contents: data,
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label: None,
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label: None,
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}),
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}),
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count: mesh.indices().unwrap().len() as u32,
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count: mesh.indices().unwrap().len() as u32,
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@ -37,7 +37,7 @@ pub async fn initialize_renderer(
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let instance = wgpu::Instance::new(backends);
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let instance = wgpu::Instance::new(backends);
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let adapter = instance
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let adapter = instance
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.request_adapter(&request_adapter_options)
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.request_adapter(request_adapter_options)
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.await
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.await
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.expect("Unable to find a GPU! Make sure you have installed required drivers!");
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.expect("Unable to find a GPU! Make sure you have installed required drivers!");
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@ -55,7 +55,7 @@ pub async fn initialize_renderer(
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let trace_path = None;
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let trace_path = None;
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let (device, queue) = adapter
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let (device, queue) = adapter
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.request_device(&device_descriptor, trace_path)
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.request_device(device_descriptor, trace_path)
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.await
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.await
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.unwrap();
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.unwrap();
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let device = Arc::new(device);
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let device = Arc::new(device);
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@ -66,13 +66,13 @@ impl Shader {
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pub fn reflect(&self) -> Result<ShaderReflection, ShaderReflectError> {
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pub fn reflect(&self) -> Result<ShaderReflection, ShaderReflectError> {
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let module = match &self {
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let module = match &self {
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// TODO: process macros here
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// TODO: process macros here
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Shader::Wgsl(source) => naga::front::wgsl::parse_str(&source)?,
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Shader::Wgsl(source) => naga::front::wgsl::parse_str(source)?,
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Shader::Glsl(source) => {
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Shader::Glsl(source) => {
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let mut entry_points = HashMap::default();
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let mut entry_points = HashMap::default();
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entry_points.insert("vertex".to_string(), ShaderStage::Vertex);
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entry_points.insert("vertex".to_string(), ShaderStage::Vertex);
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entry_points.insert("fragment".to_string(), ShaderStage::Fragment);
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entry_points.insert("fragment".to_string(), ShaderStage::Fragment);
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naga::front::glsl::parse_str(
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naga::front::glsl::parse_str(
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&source,
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source,
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&naga::front::glsl::Options {
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&naga::front::glsl::Options {
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entry_points,
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entry_points,
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defines: Default::default(),
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defines: Default::default(),
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@ -80,7 +80,7 @@ impl Shader {
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)?
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)?
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}
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}
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Shader::SpirV(source) => naga::front::spv::parse_u8_slice(
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Shader::SpirV(source) => naga::front::spv::parse_u8_slice(
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&source,
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source,
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&naga::front::spv::Options {
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&naga::front::spv::Options {
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adjust_coordinate_space: false,
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adjust_coordinate_space: false,
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..naga::front::spv::Options::default()
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..naga::front::spv::Options::default()
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@ -89,7 +89,7 @@ impl Image {
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);
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);
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for current_pixel in value.data.chunks_exact_mut(pixel.len()) {
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for current_pixel in value.data.chunks_exact_mut(pixel.len()) {
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current_pixel.copy_from_slice(&pixel);
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current_pixel.copy_from_slice(pixel);
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}
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}
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value
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value
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}
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}
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