Fixed lint issues & cleaned up some documentation.

This commit is contained in:
shan 2022-10-06 07:28:05 -07:00
parent 1eb8d972ba
commit cb7c467654
24 changed files with 33 additions and 40 deletions

View file

@ -9,7 +9,7 @@ use std::mem;
const DEFAULT_STATIC_BUFFER_COUNT: wgpu::BufferAddress = 128;
/// A generic buffer struct useful for items which have no alignment requirements
/// (e.g. Vertex, Index buffers) and are set once and never changed until destroyed.
/// (e.g. Vertex, Index buffers) & no dynamic offsets.
#[derive(Debug)]
pub(crate) struct StaticBuffer<T> {
//stored sequentially per mesh iteration; refers to the offset index in the GPU buffer
@ -17,7 +17,6 @@ pub(crate) struct StaticBuffer<T> {
label: &'static str,
usages: wgpu::BufferUsages,
gpu: wgpu::Buffer,
//the static size of the buffer
size: wgpu::BufferAddress,
_data: PhantomData<T>,
}
@ -75,11 +74,9 @@ impl<T: Pod + Zeroable> StaticBuffer<T> {
}
}
/// Writes the current vertex data to the gpu buffer if it is currently writable with a memcpy &
/// stores its offset.
/// Writes the current vertex data to the gpu buffer with a memcpy & stores its offset.
///
/// This will return either the offset of the written bytes, or `None` if the GPU buffer is not
/// currently writable.
/// Returns the size of the written bytes.
pub fn write(
&mut self,
device: &wgpu::Device,
@ -125,4 +122,4 @@ impl<T: Pod + Zeroable> StaticBuffer<T> {
pub fn clear(&mut self) {
self.offsets.clear()
}
}
}

View file

@ -41,8 +41,8 @@
pub mod settings;
pub mod triangle;
pub mod window;
pub mod buffers;
mod buffers;
mod backend;
mod quad;
mod text;

View file

@ -85,4 +85,4 @@ fn fs_gradient(input: VertexOutput) -> @location(0) vec4<f32> {
}
return color;
}
}

View file

@ -15,4 +15,4 @@ fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> {
@fragment
fn fs_solid() -> @location(0) vec4<f32> {
return solid_uniforms.color;
}
}

View file

@ -26,7 +26,7 @@ pub(crate) struct Pipeline {
pipelines: TrianglePipelines,
}
/// Supported triangle pipelines for different fills. Both use the same vertex shader.
/// Supported triangle pipelines for different fills.
pub(crate) struct TrianglePipelines {
solid: SolidPipeline,
gradient: GradientPipeline,

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@ -9,7 +9,7 @@ use glam::{IVec4, Vec4};
use iced_graphics::gradient::Gradient;
use iced_graphics::Transformation;
pub(super) struct GradientPipeline {
pub struct GradientPipeline {
pipeline: wgpu::RenderPipeline,
pub(super) uniform_buffer: DynamicBuffer<GradientUniforms>,
pub(super) storage_buffer: DynamicBuffer<GradientStorage>,