Fix clippy lints 🦀

This commit is contained in:
Héctor Ramón Jiménez 2023-11-14 11:43:38 +01:00
parent 3e8ed05356
commit 33f6262944
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GPG key ID: 7CC46565708259A7
4 changed files with 8 additions and 8 deletions

View file

@ -65,7 +65,7 @@ impl Cubes {
let new_len = self.cubes.len() - cubes_2_cut as usize; let new_len = self.cubes.len() - cubes_2_cut as usize;
self.cubes.truncate(new_len); self.cubes.truncate(new_len);
} }
_ => {} Ordering::Equal => {}
} }
} }
} }

View file

@ -479,15 +479,15 @@ impl DepthPipeline {
entry_point: "vs_main", entry_point: "vs_main",
buffers: &[], buffers: &[],
}, },
primitive: Default::default(), primitive: wgpu::PrimitiveState::default(),
depth_stencil: Some(wgpu::DepthStencilState { depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float, format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: false, depth_write_enabled: false,
depth_compare: wgpu::CompareFunction::Less, depth_compare: wgpu::CompareFunction::Less,
stencil: Default::default(), stencil: wgpu::StencilState::default(),
bias: Default::default(), bias: wgpu::DepthBiasState::default(),
}), }),
multisample: Default::default(), multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState { fragment: Some(wgpu::FragmentState {
module: &shader, module: &shader,
entry_point: "fs_main", entry_point: "fs_main",

View file

@ -56,7 +56,7 @@ impl shader::Primitive for Primitive {
storage: &mut shader::Storage, storage: &mut shader::Storage,
) { ) {
if !storage.has::<Pipeline>() { if !storage.has::<Pipeline>() {
storage.store(Pipeline::new(device, queue, format, target_size)) storage.store(Pipeline::new(device, queue, format, target_size));
} }
let pipeline = storage.get_mut::<Pipeline>().unwrap(); let pipeline = storage.get_mut::<Pipeline>().unwrap();
@ -90,6 +90,6 @@ impl shader::Primitive for Primitive {
bounds, bounds,
self.cubes.len() as u32, self.cubes.len() as u32,
self.show_depth_buffer, self.show_depth_buffer,
) );
} }
} }

View file

@ -76,7 +76,7 @@ impl<T> Renderer<T> {
Renderer::Wgpu(renderer) => { Renderer::Wgpu(renderer) => {
renderer.draw_primitive(iced_wgpu::Primitive::Custom( renderer.draw_primitive(iced_wgpu::Primitive::Custom(
iced_wgpu::primitive::Custom::shader(bounds, primitive), iced_wgpu::primitive::Custom::shader(bounds, primitive),
)) ));
} }
} }
} }