Fixed lint issues & cleaned up some documentation.
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1eb8d972ba
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cb7c467654
24 changed files with 33 additions and 40 deletions
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@ -9,7 +9,7 @@ use std::mem;
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const DEFAULT_STATIC_BUFFER_COUNT: wgpu::BufferAddress = 128;
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/// A generic buffer struct useful for items which have no alignment requirements
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/// (e.g. Vertex, Index buffers) and are set once and never changed until destroyed.
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/// (e.g. Vertex, Index buffers) & no dynamic offsets.
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#[derive(Debug)]
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pub(crate) struct StaticBuffer<T> {
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//stored sequentially per mesh iteration; refers to the offset index in the GPU buffer
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@ -17,7 +17,6 @@ pub(crate) struct StaticBuffer<T> {
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label: &'static str,
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usages: wgpu::BufferUsages,
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gpu: wgpu::Buffer,
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//the static size of the buffer
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size: wgpu::BufferAddress,
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_data: PhantomData<T>,
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}
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@ -75,11 +74,9 @@ impl<T: Pod + Zeroable> StaticBuffer<T> {
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}
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}
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/// Writes the current vertex data to the gpu buffer if it is currently writable with a memcpy &
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/// stores its offset.
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/// Writes the current vertex data to the gpu buffer with a memcpy & stores its offset.
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///
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/// This will return either the offset of the written bytes, or `None` if the GPU buffer is not
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/// currently writable.
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/// Returns the size of the written bytes.
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pub fn write(
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&mut self,
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device: &wgpu::Device,
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@ -125,4 +122,4 @@ impl<T: Pod + Zeroable> StaticBuffer<T> {
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pub fn clear(&mut self) {
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self.offsets.clear()
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}
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}
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}
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@ -41,8 +41,8 @@
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pub mod settings;
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pub mod triangle;
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pub mod window;
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pub mod buffers;
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mod buffers;
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mod backend;
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mod quad;
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mod text;
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@ -85,4 +85,4 @@ fn fs_gradient(input: VertexOutput) -> @location(0) vec4<f32> {
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}
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return color;
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}
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}
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@ -15,4 +15,4 @@ fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> {
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@fragment
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fn fs_solid() -> @location(0) vec4<f32> {
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return solid_uniforms.color;
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}
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}
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@ -26,7 +26,7 @@ pub(crate) struct Pipeline {
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pipelines: TrianglePipelines,
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}
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/// Supported triangle pipelines for different fills. Both use the same vertex shader.
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/// Supported triangle pipelines for different fills.
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pub(crate) struct TrianglePipelines {
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solid: SolidPipeline,
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gradient: GradientPipeline,
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@ -9,7 +9,7 @@ use glam::{IVec4, Vec4};
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use iced_graphics::gradient::Gradient;
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use iced_graphics::Transformation;
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pub(super) struct GradientPipeline {
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pub struct GradientPipeline {
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pipeline: wgpu::RenderPipeline,
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pub(super) uniform_buffer: DynamicBuffer<GradientUniforms>,
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pub(super) storage_buffer: DynamicBuffer<GradientStorage>,
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