Fix clippy lints 🦀
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parent
3e8ed05356
commit
33f6262944
4 changed files with 8 additions and 8 deletions
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@ -65,7 +65,7 @@ impl Cubes {
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let new_len = self.cubes.len() - cubes_2_cut as usize;
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let new_len = self.cubes.len() - cubes_2_cut as usize;
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self.cubes.truncate(new_len);
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self.cubes.truncate(new_len);
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}
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}
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_ => {}
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Ordering::Equal => {}
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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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@ -479,15 +479,15 @@ impl DepthPipeline {
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entry_point: "vs_main",
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entry_point: "vs_main",
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buffers: &[],
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buffers: &[],
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},
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},
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primitive: Default::default(),
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primitive: wgpu::PrimitiveState::default(),
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depth_stencil: Some(wgpu::DepthStencilState {
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: false,
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::Less,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: Default::default(),
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stencil: wgpu::StencilState::default(),
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bias: Default::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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}),
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multisample: Default::default(),
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multisample: wgpu::MultisampleState::default(),
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fragment: Some(wgpu::FragmentState {
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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module: &shader,
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entry_point: "fs_main",
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entry_point: "fs_main",
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@ -56,7 +56,7 @@ impl shader::Primitive for Primitive {
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storage: &mut shader::Storage,
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storage: &mut shader::Storage,
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) {
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) {
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if !storage.has::<Pipeline>() {
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if !storage.has::<Pipeline>() {
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storage.store(Pipeline::new(device, queue, format, target_size))
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storage.store(Pipeline::new(device, queue, format, target_size));
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}
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}
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let pipeline = storage.get_mut::<Pipeline>().unwrap();
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let pipeline = storage.get_mut::<Pipeline>().unwrap();
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@ -90,6 +90,6 @@ impl shader::Primitive for Primitive {
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bounds,
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bounds,
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self.cubes.len() as u32,
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self.cubes.len() as u32,
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self.show_depth_buffer,
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self.show_depth_buffer,
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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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@ -76,7 +76,7 @@ impl<T> Renderer<T> {
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Renderer::Wgpu(renderer) => {
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Renderer::Wgpu(renderer) => {
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renderer.draw_primitive(iced_wgpu::Primitive::Custom(
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renderer.draw_primitive(iced_wgpu::Primitive::Custom(
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iced_wgpu::primitive::Custom::shader(bounds, primitive),
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iced_wgpu::primitive::Custom::shader(bounds, primitive),
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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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}
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}
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