Only bevy_render should depend directly on wgpu (#3393)
# Objective - Only bevy_render should depend directly on wgpu - This helps to make sure bevy_render re-exports everything needed from wgpu ## Solution - Remove bevy_pbr, bevy_sprite and bevy_ui dependency on wgpu Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
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@ -29,4 +29,3 @@ thiserror = "1.0"
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anyhow = "1.0.4"
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anyhow = "1.0.4"
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base64 = "0.13.0"
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base64 = "0.13.0"
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percent-encoding = "2.1"
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percent-encoding = "2.1"
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wgpu = "0.12.0"
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@ -14,6 +14,9 @@ use bevy_render::{
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color::Color,
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color::Color,
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mesh::{Indices, Mesh, VertexAttributeValues},
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mesh::{Indices, Mesh, VertexAttributeValues},
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primitives::{Aabb, Frustum},
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primitives::{Aabb, Frustum},
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render_resource::{
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AddressMode, FilterMode, PrimitiveTopology, SamplerDescriptor, TextureFormat,
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},
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texture::{Image, ImageType, TextureError},
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texture::{Image, ImageType, TextureError},
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view::VisibleEntities,
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view::VisibleEntities,
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};
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};
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@ -30,7 +33,6 @@ use gltf::{
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};
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};
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use std::{collections::VecDeque, path::Path};
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use std::{collections::VecDeque, path::Path};
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use thiserror::Error;
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use thiserror::Error;
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use wgpu::{AddressMode, FilterMode, PrimitiveTopology, SamplerDescriptor, TextureFormat};
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use crate::{Gltf, GltfNode};
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use crate::{Gltf, GltfNode};
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@ -33,10 +33,10 @@ pub use wgpu::{
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Limits as WgpuLimits, LoadOp, MultisampleState, Operations, Origin3d, PipelineLayout,
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Limits as WgpuLimits, LoadOp, MultisampleState, Operations, Origin3d, PipelineLayout,
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PipelineLayoutDescriptor, PolygonMode, PrimitiveState, PrimitiveTopology,
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PipelineLayoutDescriptor, PolygonMode, PrimitiveState, PrimitiveTopology,
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RenderPassColorAttachment, RenderPassDepthStencilAttachment, RenderPassDescriptor,
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RenderPassColorAttachment, RenderPassDepthStencilAttachment, RenderPassDescriptor,
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RenderPipelineDescriptor as RawRenderPipelineDescriptor, SamplerDescriptor, ShaderModule,
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RenderPipelineDescriptor as RawRenderPipelineDescriptor, SamplerBindingType, SamplerDescriptor,
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ShaderModuleDescriptor, ShaderSource, ShaderStages, StencilFaceState, StencilOperation,
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ShaderModule, ShaderModuleDescriptor, ShaderSource, ShaderStages, StencilFaceState,
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StencilState, StorageTextureAccess, TextureAspect, TextureDescriptor, TextureDimension,
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StencilOperation, StencilState, StorageTextureAccess, TextureAspect, TextureDescriptor,
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TextureFormat, TextureSampleType, TextureUsages, TextureViewDescriptor, TextureViewDimension,
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TextureDimension, TextureFormat, TextureSampleType, TextureUsages, TextureViewDescriptor,
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VertexAttribute, VertexBufferLayout as RawVertexBufferLayout, VertexFormat,
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TextureViewDimension, VertexAttribute, VertexBufferLayout as RawVertexBufferLayout,
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VertexState as RawVertexState, VertexStepMode,
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VertexFormat, VertexState as RawVertexState, VertexStepMode,
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};
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};
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@ -31,4 +31,3 @@ guillotiere = "0.6.0"
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thiserror = "1.0"
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thiserror = "1.0"
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rectangle-pack = "0.4"
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rectangle-pack = "0.4"
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serde = { version = "1", features = ["derive"] }
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serde = { version = "1", features = ["derive"] }
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wgpu = "0.12.0"
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@ -26,7 +26,6 @@ use bevy_transform::components::GlobalTransform;
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use bevy_utils::HashMap;
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use bevy_utils::HashMap;
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use bytemuck::{Pod, Zeroable};
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use bytemuck::{Pod, Zeroable};
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use crevice::std140::AsStd140;
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use crevice::std140::AsStd140;
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use wgpu::SamplerBindingType;
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pub struct SpritePipeline {
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pub struct SpritePipeline {
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view_layout: BindGroupLayout,
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view_layout: BindGroupLayout,
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@ -33,4 +33,3 @@ serde = { version = "1", features = ["derive"] }
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smallvec = { version = "1.6", features = ["union", "const_generics"] }
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smallvec = { version = "1.6", features = ["union", "const_generics"] }
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bytemuck = { version = "1.5", features = ["derive"] }
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bytemuck = { version = "1.5", features = ["derive"] }
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crevice = { path = "../crevice", version = "0.8.0", features = ["glam"] }
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crevice = { path = "../crevice", version = "0.8.0", features = ["glam"] }
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wgpu = "0.12.0"
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@ -4,7 +4,6 @@ use bevy_render::{
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};
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};
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use crevice::std140::AsStd140;
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use crevice::std140::AsStd140;
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use wgpu::SamplerBindingType;
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pub struct UiPipeline {
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pub struct UiPipeline {
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pub view_layout: BindGroupLayout,
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pub view_layout: BindGroupLayout,
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