Fix clippy lints for all crates and features
... and check those in CI as well!
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parent
d53cc5498b
commit
2065a40f64
55 changed files with 237 additions and 232 deletions
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@ -112,7 +112,7 @@ impl Program for Controls {
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t,
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"Placeholder",
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text,
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move |text| Message::TextChanged(text),
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Message::TextChanged,
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)),
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),
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)
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@ -73,7 +73,7 @@ pub fn main() {
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let instance = wgpu::Instance::new(backend);
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let surface = unsafe { instance.create_surface(&window) };
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let (format, (mut device, queue)) = futures::executor::block_on(async {
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let (format, (device, queue)) = futures::executor::block_on(async {
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let adapter = wgpu::util::initialize_adapter_from_env_or_default(
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&instance,
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backend,
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@ -128,13 +128,13 @@ pub fn main() {
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let mut staging_belt = wgpu::util::StagingBelt::new(5 * 1024);
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// Initialize scene and GUI controls
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let scene = Scene::new(&mut device, format);
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let scene = Scene::new(&device, format);
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let controls = Controls::new();
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// Initialize iced
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let mut debug = Debug::new();
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let mut renderer =
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Renderer::new(Backend::new(&mut device, Settings::default(), format));
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Renderer::new(Backend::new(&device, Settings::default(), format));
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let mut state = program::State::new(
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controls,
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@ -208,8 +208,8 @@ pub fn main() {
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surface.configure(
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&device,
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&wgpu::SurfaceConfiguration {
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format,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: format,
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::AutoVsync,
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@ -244,7 +244,7 @@ pub fn main() {
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// And then iced on top
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renderer.with_primitives(|backend, primitive| {
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backend.present(
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&mut device,
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&device,
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&mut staging_belt,
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&mut encoder,
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&view,
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@ -66,40 +66,37 @@ fn build_pipeline(
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bind_group_layouts: &[],
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});
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let pipeline =
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &vs_module,
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entry_point: "main",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &fs_module,
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entry_point: "main",
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targets: &[Some(wgpu::ColorTargetState {
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format: texture_format,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent::REPLACE,
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alpha: wgpu::BlendComponent::REPLACE,
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}),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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front_face: wgpu::FrontFace::Ccw,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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});
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pipeline
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &vs_module,
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entry_point: "main",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &fs_module,
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entry_point: "main",
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targets: &[Some(wgpu::ColorTargetState {
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format: texture_format,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent::REPLACE,
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alpha: wgpu::BlendComponent::REPLACE,
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}),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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front_face: wgpu::FrontFace::Ccw,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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})
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}
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