Run cargo fmt
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20a0577034
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b957453404
17 changed files with 95 additions and 107 deletions
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@ -94,7 +94,7 @@ impl Backend {
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staging_belt,
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encoder,
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frame,
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target_size
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target_size,
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);
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}
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@ -56,11 +56,7 @@ impl<T: Pod + Zeroable> StaticBuffer<T> {
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/// Returns whether or not the buffer needs to be recreated. This can happen whenever mesh data
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/// changes & a redraw is requested.
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pub fn resize(
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&mut self,
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device: &wgpu::Device,
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new_count: usize,
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) -> bool {
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pub fn resize(&mut self, device: &wgpu::Device, new_count: usize) -> bool {
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let size =
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wgpu::BufferAddress::from((mem::size_of::<T>() * new_count) as u64);
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@ -65,9 +65,7 @@ impl<T: ShaderType + WriteInto> Buffer<T> {
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pub fn uniform(device: &wgpu::Device, label: &'static str) -> Self {
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Buffer::new(
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device,
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BufferType::Uniform(encase::DynamicUniformBuffer::new(
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Vec::new(),
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)),
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BufferType::Uniform(encase::DynamicUniformBuffer::new(Vec::new())),
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label,
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wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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)
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@ -77,9 +75,7 @@ impl<T: ShaderType + WriteInto> Buffer<T> {
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pub fn storage(device: &wgpu::Device, label: &'static str) -> Self {
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Buffer::new(
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device,
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BufferType::Storage(encase::DynamicStorageBuffer::new(
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Vec::new(),
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)),
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BufferType::Storage(encase::DynamicStorageBuffer::new(Vec::new())),
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label,
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wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
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)
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@ -42,8 +42,8 @@ pub mod settings;
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pub mod triangle;
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pub mod window;
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mod buffers;
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mod backend;
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mod buffers;
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mod quad;
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mod text;
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@ -3,15 +3,15 @@ use crate::{settings, Transformation};
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use core::fmt;
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use std::fmt::Formatter;
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use iced_graphics::layer::{Mesh, mesh};
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use iced_graphics::layer::{mesh, Mesh};
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use iced_graphics::Size;
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use crate::buffers::StaticBuffer;
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pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
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mod solid;
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mod gradient;
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mod msaa;
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mod solid;
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/// Triangle pipeline for all mesh layers in a [`iced_graphics::Canvas`] widget.
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#[derive(Debug)]
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@ -103,9 +103,7 @@ impl Pipeline {
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//We are not currently using the return value of these functions as we have no system in
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//place to calculate mesh diff, or to know whether or not that would be more performant for
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//the majority of use cases. Therefore we will write GPU data every frame (for now).
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let _ = self
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.vertex_buffer
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.resize(device, total_vertices);
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let _ = self.vertex_buffer.resize(device, total_vertices);
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let _ = self.index_buffer.resize(device, total_indices);
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//prepare dynamic buffers & data store for writing
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