fix clippy
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				@ -1,7 +1,6 @@
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use serde::Deserialize;
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use crate::{app::AppExit, AppBuilder};
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use crate::app::{App, AppExit};
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use bevy_ecs::system::IntoSystem;
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use serde::Deserialize;
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/// Configuration for automated testing on CI
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#[derive(Deserialize)]
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@ -23,16 +22,15 @@ fn ci_testing_exit_after(
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    *current_frame += 1;
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}
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pub(crate) fn setup_app(app_builder: &mut AppBuilder) -> &mut AppBuilder {
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pub(crate) fn setup_app(app: &mut App) -> &mut App {
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    let filename =
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        std::env::var("CI_TESTING_CONFIG").unwrap_or_else(|_| "ci_testing_config.ron".to_string());
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    let config: CiTestingConfig = ron::from_str(
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        &std::fs::read_to_string(filename).expect("error reading CI testing configuration file"),
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    )
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    .expect("error deserializing CI testing configuration file");
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    app_builder
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        .insert_resource(config)
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    app.insert_resource(config)
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        .add_system(ci_testing_exit_after.system());
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    app_builder
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    app
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}
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@ -428,6 +428,11 @@ impl Entities {
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    /// Allocates space for entities previously reserved with `reserve_entity` or
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    /// `reserve_entities`, then initializes each one using the supplied function.
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    ///
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    /// # Safety
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    /// Flush _must_ set the entity location to the correct ArchetypeId for the given Entity
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    /// each time init is called. This _can_ be ArchetypeId::invalid(), provided the Entity has
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    /// not been assigned to an Archetype.
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    pub unsafe fn flush(&mut self, mut init: impl FnMut(Entity, &mut EntityLocation)) {
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        let free_cursor = self.free_cursor.get_mut();
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        let current_free_cursor = *free_cursor;
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@ -15,7 +15,7 @@ impl RawWindowHandleWrapper {
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    /// have constraints on where/how this handle can be used. For example, some platforms don't support doing window
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    /// operations off of the main thread. The caller must ensure the [`RawWindowHandle`] is only used in valid contexts.
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    pub unsafe fn get_handle(&self) -> HasRawWindowHandleWrapper {
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        HasRawWindowHandleWrapper(self.0.clone())
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        HasRawWindowHandleWrapper(self.0)
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    }
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}
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@ -32,6 +32,6 @@ pub struct HasRawWindowHandleWrapper(RawWindowHandle);
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// SAFE: the caller has validated that this is a valid context to get RawWindowHandle
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unsafe impl HasRawWindowHandle for HasRawWindowHandleWrapper {
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    fn raw_window_handle(&self) -> RawWindowHandle {
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        self.0.clone()
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        self.0
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    }
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}
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@ -246,11 +246,7 @@ impl EmitOptions {
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        // For testing purposes, we can optionally generate type layout
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        // information using the type-layout crate.
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        let type_layout_derive = if cfg!(feature = "test_type_layout") {
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            quote!(#[derive(::type_layout::TypeLayout)])
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        } else {
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            quote!()
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        };
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        let type_layout_derive = quote!();
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        quote! {
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            #[allow(non_snake_case)]
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@ -1,3 +1,5 @@
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#![allow(clippy::all)]
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/*!
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[](https://github.com/LPGhatguy/crevice/actions)
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[](https://crates.io/crates/crevice)
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@ -9,7 +9,7 @@ fn main() {
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fn setup(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    _asset_server: Res<AssetServer>,
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    // mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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    // let texture_handle = asset_server.load("branding/icon.png");
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@ -13,7 +13,7 @@ use bevy::{
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use rand::Rng;
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const BIRDS_PER_SECOND: u32 = 10000;
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const BASE_COLOR: Color = Color::rgb(5.0, 5.0, 5.0);
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const _BASE_COLOR: Color = Color::rgb(5.0, 5.0, 5.0);
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const GRAVITY: f32 = -9.8 * 100.0;
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const MAX_VELOCITY: f32 = 750.;
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const BIRD_SCALE: f32 = 0.15;
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@ -66,8 +66,8 @@ struct BirdTexture(Handle<Image>);
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fn setup(
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    mut commands: Commands,
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    window: Res<WindowDescriptor>,
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    mut counter: ResMut<BevyCounter>,
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    _window: Res<WindowDescriptor>,
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    _counter: ResMut<BevyCounter>,
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    asset_server: Res<AssetServer>,
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) {
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    // spawn_birds(&mut commands, &window, &mut counter, 10);
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@ -129,7 +129,7 @@ fn setup(
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#[allow(clippy::too_many_arguments)]
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fn mouse_handler(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    _asset_server: Res<AssetServer>,
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    time: Res<Time>,
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    mouse_button_input: Res<Input<MouseButton>>,
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    window: Res<WindowDescriptor>,
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@ -19,7 +19,7 @@ use bevy_render2::{
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pub mod draw_3d_graph {
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    pub mod node {
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        pub const SHADOW_PASS: &'static str = "shadow_pass";
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        pub const SHADOW_PASS: &str = "shadow_pass";
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    }
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}
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@ -190,7 +190,7 @@ pub fn extract_lights(
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            intensity: light.intensity,
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            range: light.range,
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            radius: light.radius,
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            transform: transform.clone(),
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            transform: *transform,
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        });
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    }
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}
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@ -341,8 +341,8 @@ pub fn prepare_lights(
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                // premultiply color by intensity
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                // we don't use the alpha at all, so no reason to multiply only [0..3]
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                color: (light.color.as_rgba_linear() * light.intensity).into(),
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                radius: light.radius.into(),
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                position: light.transform.translation.into(),
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                radius: light.radius,
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                position: light.transform.translation,
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                inverse_square_range: 1.0 / (light.range * light.range),
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                near: 0.1,
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                far: light.range,
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@ -360,7 +360,7 @@ pub fn prepare_lights(
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                    aspect: TextureAspect::All,
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                    base_mip_level: 0,
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                    mip_level_count: None,
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                    base_array_layer: 0 as u32,
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                    base_array_layer: 0,
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                    array_layer_count: None,
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                });
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@ -412,7 +412,7 @@ impl Node for ShadowPassNode {
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        world: &World,
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    ) -> Result<(), NodeRunError> {
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        let view_entity = graph.get_input_entity(Self::IN_VIEW)?;
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        if let Some(view_lights) = self.main_view_query.get_manual(world, view_entity).ok() {
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        if let Ok(view_lights) = self.main_view_query.get_manual(world, view_entity) {
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            for view_light_entity in view_lights.lights.iter().copied() {
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                let (view_light, shadow_phase) = self
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                    .view_light_query
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@ -340,10 +340,10 @@ impl FromWorld for PbrShaders {
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        };
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        PbrShaders {
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            pipeline,
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            shader_module,
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            view_layout,
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            material_layout,
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            mesh_layout,
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            shader_module,
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            dummy_white_gpu_image,
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        }
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    }
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@ -466,6 +466,7 @@ fn image_handle_to_view_sampler<'a>(
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    )
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}
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#[allow(clippy::too_many_arguments)]
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pub fn queue_meshes(
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    mut commands: Commands,
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    draw_functions: Res<DrawFunctions>,
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@ -488,7 +489,7 @@ pub fn queue_meshes(
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) {
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    let mesh_meta = mesh_meta.into_inner();
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    if view_meta.uniforms.len() == 0 {
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    if view_meta.uniforms.is_empty() {
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        return;
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    }
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@ -80,7 +80,7 @@ fn extract_cameras(
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                    },
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                    ExtractedView {
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                        projection: camera.projection_matrix,
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                        transform: transform.clone(),
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                        transform: *transform,
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                        width: window.physical_width(),
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                        height: window.physical_height(),
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                    },
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												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							@ -26,31 +26,31 @@ use wgpu::{Extent3d, TextureDescriptor, TextureDimension, TextureFormat, Texture
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// 3. "sub graph" modules should be nested beneath their parent graph module
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pub mod node {
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    pub const MAIN_PASS_DEPENDENCIES: &'static str = "main_pass_dependencies";
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    pub const MAIN_PASS_DRIVER: &'static str = "main_pass_driver";
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    pub const VIEW: &'static str = "view";
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    pub const MAIN_PASS_DEPENDENCIES: &str = "main_pass_dependencies";
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    pub const MAIN_PASS_DRIVER: &str = "main_pass_driver";
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    pub const VIEW: &str = "view";
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}
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pub mod draw_2d_graph {
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    pub const NAME: &'static str = "draw_2d";
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    pub const NAME: &str = "draw_2d";
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    pub mod input {
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        pub const VIEW_ENTITY: &'static str = "view_entity";
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        pub const RENDER_TARGET: &'static str = "render_target";
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        pub const VIEW_ENTITY: &str = "view_entity";
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        pub const RENDER_TARGET: &str = "render_target";
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    }
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    pub mod node {
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        pub const MAIN_PASS: &'static str = "main_pass";
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        pub const MAIN_PASS: &str = "main_pass";
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    }
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}
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pub mod draw_3d_graph {
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    pub const NAME: &'static str = "draw_3d";
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    pub const NAME: &str = "draw_3d";
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    pub mod input {
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        pub const VIEW_ENTITY: &'static str = "view_entity";
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        pub const RENDER_TARGET: &'static str = "render_target";
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        pub const DEPTH: &'static str = "depth";
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        pub const VIEW_ENTITY: &str = "view_entity";
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        pub const RENDER_TARGET: &str = "render_target";
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        pub const DEPTH: &str = "depth";
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    }
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    pub mod node {
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        pub const MAIN_PASS: &'static str = "main_pass";
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        pub const MAIN_PASS: &str = "main_pass";
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    }
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}
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@ -493,6 +493,13 @@ impl Indices {
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            Indices::U32(vec) => vec.len(),
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        }
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    }
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    pub fn is_empty(&self) -> bool {
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        match self {
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            Indices::U16(vec) => vec.is_empty(),
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            Indices::U32(vec) => vec.is_empty(),
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        }
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    }
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}
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enum IndicesIter<'a> {
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    U16(std::slice::Iter<'a, u16>),
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@ -65,7 +65,7 @@ impl<'a> RenderGraphContext<'a> {
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        let label = label.into();
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        match self.get_input(label.clone())? {
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            SlotValue::TextureView(value) => Ok(value),
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            value @ _ => Err(InputSlotError::MismatchedSlotType {
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            value => Err(InputSlotError::MismatchedSlotType {
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                label,
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                actual: value.slot_type(),
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                expected: SlotType::TextureView,
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@ -80,7 +80,7 @@ impl<'a> RenderGraphContext<'a> {
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        let label = label.into();
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        match self.get_input(label.clone())? {
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            SlotValue::Sampler(value) => Ok(value),
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            value @ _ => Err(InputSlotError::MismatchedSlotType {
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            value => Err(InputSlotError::MismatchedSlotType {
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                label,
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                actual: value.slot_type(),
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                expected: SlotType::Sampler,
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@ -92,7 +92,7 @@ impl<'a> RenderGraphContext<'a> {
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        let label = label.into();
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        match self.get_input(label.clone())? {
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            SlotValue::Buffer(value) => Ok(value),
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            value @ _ => Err(InputSlotError::MismatchedSlotType {
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            value => Err(InputSlotError::MismatchedSlotType {
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                label,
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                actual: value.slot_type(),
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                expected: SlotType::Buffer,
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@ -104,7 +104,7 @@ impl<'a> RenderGraphContext<'a> {
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        let label = label.into();
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        match self.get_input(label.clone())? {
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            SlotValue::Entity(value) => Ok(*value),
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            value @ _ => Err(InputSlotError::MismatchedSlotType {
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            value => Err(InputSlotError::MismatchedSlotType {
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                label,
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                actual: value.slot_type(),
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                expected: SlotType::Entity,
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@ -122,7 +122,7 @@ impl<'a> RenderGraphContext<'a> {
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        let slot_index = self
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            .output_info()
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            .get_slot_index(label.clone())
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            .ok_or(OutputSlotError::InvalidSlot(label.clone()))?;
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            .ok_or_else(|| OutputSlotError::InvalidSlot(label.clone()))?;
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        let slot = self
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            .output_info()
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            .get_slot(slot_index)
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@ -147,7 +147,7 @@ impl<'a> RenderGraphContext<'a> {
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        let sub_graph = self
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            .graph
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            .get_sub_graph(&name)
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            .ok_or(RunSubGraphError::MissingSubGraph(name.clone()))?;
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            .ok_or_else(|| RunSubGraphError::MissingSubGraph(name.clone()))?;
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        if let Some(input_node) = sub_graph.input_node() {
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            for (i, input_slot) in input_node.input_slots.iter().enumerate() {
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                if let Some(input_value) = inputs.get(i) {
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@ -168,10 +168,8 @@ impl<'a> RenderGraphContext<'a> {
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                    });
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                }
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            }
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        } else {
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            if !inputs.is_empty() {
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                return Err(RunSubGraphError::SubGraphHasNoInputs(name));
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            }
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        } else if !inputs.is_empty() {
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            return Err(RunSubGraphError::SubGraphHasNoInputs(name));
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        }
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        self.run_sub_graphs.push(RunSubGraph { name, inputs });
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@ -194,15 +194,12 @@ impl RenderGraph {
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                let output_slot = output_node_state
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                    .output_slots
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                    .get_slot(output_index)
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                    .ok_or_else(|| {
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                        RenderGraphError::InvalidOutputNodeSlot(SlotLabel::Index(output_index))
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                    })?;
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                let input_slot = input_node_state
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                    .input_slots
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                    .get_slot(input_index)
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                    .ok_or_else(|| {
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                        RenderGraphError::InvalidInputNodeSlot(SlotLabel::Index(input_index))
 | 
			
		||||
                    })?;
 | 
			
		||||
                    .ok_or(RenderGraphError::InvalidOutputNodeSlot(SlotLabel::Index(
 | 
			
		||||
                        output_index,
 | 
			
		||||
                    )))?;
 | 
			
		||||
                let input_slot = input_node_state.input_slots.get_slot(input_index).ok_or(
 | 
			
		||||
                    RenderGraphError::InvalidInputNodeSlot(SlotLabel::Index(input_index)),
 | 
			
		||||
                )?;
 | 
			
		||||
 | 
			
		||||
                if let Some(Edge::SlotEdge {
 | 
			
		||||
                    output_node: current_output_node,
 | 
			
		||||
 | 
			
		||||
@ -49,6 +49,11 @@ impl<T: AsStd140> UniformVec<T> {
 | 
			
		||||
        self.values.len()
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    #[inline]
 | 
			
		||||
    pub fn is_empty(&self) -> bool {
 | 
			
		||||
        self.values.is_empty()
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    #[inline]
 | 
			
		||||
    pub fn capacity(&self) -> usize {
 | 
			
		||||
        self.capacity
 | 
			
		||||
@ -155,6 +160,11 @@ impl<T: AsStd140> DynamicUniformVec<T> {
 | 
			
		||||
        self.uniform_vec.len()
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    #[inline]
 | 
			
		||||
    pub fn is_empty(&self) -> bool {
 | 
			
		||||
        self.uniform_vec.is_empty()
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    #[inline]
 | 
			
		||||
    pub fn capacity(&self) -> usize {
 | 
			
		||||
        self.uniform_vec.capacity()
 | 
			
		||||
 | 
			
		||||
@ -57,8 +57,10 @@ impl Image {
 | 
			
		||||
            data.len(),
 | 
			
		||||
            "Pixel data, size and format have to match",
 | 
			
		||||
        );
 | 
			
		||||
        let mut image = Self::default();
 | 
			
		||||
        image.data = data;
 | 
			
		||||
        let mut image = Self {
 | 
			
		||||
            data,
 | 
			
		||||
            ..Default::default()
 | 
			
		||||
        };
 | 
			
		||||
        image.texture_descriptor.dimension = dimension;
 | 
			
		||||
        image.texture_descriptor.size = size;
 | 
			
		||||
        image.texture_descriptor.format = format;
 | 
			
		||||
 | 
			
		||||
@ -212,7 +212,7 @@ pub fn prepare_sprites(
 | 
			
		||||
    extracted_sprites: Res<ExtractedSprites>,
 | 
			
		||||
) {
 | 
			
		||||
    // dont create buffers when there are no sprites
 | 
			
		||||
    if extracted_sprites.sprites.len() == 0 {
 | 
			
		||||
    if extracted_sprites.sprites.is_empty() {
 | 
			
		||||
        return;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@ -277,6 +277,7 @@ pub fn prepare_sprites(
 | 
			
		||||
    sprite_meta.indices.write_to_staging_buffer(&render_device);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#[allow(clippy::too_many_arguments)]
 | 
			
		||||
pub fn queue_sprites(
 | 
			
		||||
    draw_functions: Res<DrawFunctions>,
 | 
			
		||||
    render_device: Res<RenderDevice>,
 | 
			
		||||
@ -287,7 +288,7 @@ pub fn queue_sprites(
 | 
			
		||||
    gpu_images: Res<RenderAssets<Image>>,
 | 
			
		||||
    mut views: Query<&mut RenderPhase<Transparent2dPhase>>,
 | 
			
		||||
) {
 | 
			
		||||
    if view_meta.uniforms.len() == 0 {
 | 
			
		||||
    if view_meta.uniforms.is_empty() {
 | 
			
		||||
        return;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
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		Reference in New Issue
	
	Block a user