Run clippy fix

This commit is contained in:
Maximilian Ammann 2021-12-28 15:48:49 +01:00
parent 0b5493c5fd
commit c3ff031e3f
6 changed files with 12 additions and 13 deletions

View File

@ -10,7 +10,7 @@ fn main() {
let root_dir = env::var("CARGO_MANIFEST_DIR").unwrap();
let out_dir = env::var("OUT_DIR").unwrap();
let out = PathBuf::from(Path::new(&out_dir).join("extracted-tiles"));
let out = Path::new(&out_dir).join("extracted-tiles");
if out.exists() && out.is_dir() {
fs::remove_dir_all(&out).unwrap()
}

View File

@ -16,7 +16,6 @@ pub fn get_tile(x: u32, y: u32, z: u32) -> Option<&'static File<'static>> {
}
mod tests {
use super::{get_tile};
#[test]
fn test_tiles_available() {

View File

@ -43,9 +43,10 @@ pub fn create_map_render_pipeline_description<'a>(
pass_op: wgpu::StencilOperation::Keep,
}
};
let descriptor = wgpu::RenderPipelineDescriptor {
wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
layout: Some(pipeline_layout),
vertex: vertex_state,
fragment: Some(fragment_state),
primitive: wgpu::PrimitiveState {
@ -75,6 +76,5 @@ pub fn create_map_render_pipeline_description<'a>(
alpha_to_coverage_enabled: false,
},
multiview: None
};
descriptor
}
}

View File

@ -1,4 +1,4 @@
use wgpu::{BufferAddress, ColorTargetState, Device, FragmentState, ShaderModule, ShaderModuleDescriptor, VertexAttribute, VertexBufferLayout, VertexState, VertexStepMode};
use wgpu::{ColorTargetState, Device, FragmentState, ShaderModule, VertexBufferLayout, VertexState};
pub struct FragmentShaderState {
source: &'static str,
@ -66,7 +66,7 @@ pub mod tile {
use crate::platform::COLOR_TEXTURE_FORMAT;
use crate::render::shader_ffi::GpuVertexUniform;
use super::{VertexShaderState, ColorTargetState, FragmentShaderState};
use super::{VertexShaderState, FragmentShaderState};
pub const VERTEX: VertexShaderState = VertexShaderState::new(
include_str!("tile.vertex.wgsl"), &[wgpu::VertexBufferLayout {
@ -105,7 +105,7 @@ pub mod tile {
pub mod tile_mask {
use crate::platform::COLOR_TEXTURE_FORMAT;
use crate::render::shader_ffi::GpuVertexUniform;
use super::{VertexShaderState, ColorTargetState, FragmentShaderState};
use super::{VertexShaderState, FragmentShaderState};
pub const VERTEX: VertexShaderState = VertexShaderState::new(
include_str!("tile_mask.vertex.wgsl"), &[wgpu::VertexBufferLayout {

View File

@ -4,7 +4,7 @@ use std::ops::Range;
use log::warn;
use lyon::tessellation::VertexBuffers;
use wgpu::{Extent3d, Limits};
use wgpu::{Limits};
use wgpu::util::DeviceExt;
use winit::dpi::PhysicalSize;
use winit::event::{DeviceEvent, ElementState, KeyboardInput, MouseButton, TouchPhase, WindowEvent};
@ -626,7 +626,7 @@ impl State {
INDEX_FORMAT,
);
pass.set_vertex_buffer(0, self.vertex_uniform_buffer.slice(..));
if (self.tile_fill_range.len() > 0) {
if !self.tile_fill_range.is_empty() {
pass.draw_indexed(self.tile_fill_range.clone(), 0, 0..1);
}
pass.draw_indexed(self.tile_stroke_range.clone(), 0, 0..1);
@ -639,7 +639,7 @@ impl State {
INDEX_FORMAT,
);
pass.set_vertex_buffer(0, self.vertex_uniform_buffer.slice(..));
if (self.tile2_fill_range.len() > 0) {
if !self.tile2_fill_range.is_empty() {
pass.draw_indexed(self.tile2_fill_range.clone(), 0, 0..1);
}
pass.draw_indexed(self.tile2_stroke_range.clone(), 0, 0..1);

View File

@ -25,7 +25,7 @@ pub trait Tesselated<OutputIndex: std::ops::Add> {
fn empty_range(&self, buffer: &mut VertexBuffers<GpuVertexUniform, OutputIndex>,
_prim_id: u32) -> Range<u32> {
let initial_indices_count = buffer.indices.len() as u32;
(initial_indices_count..initial_indices_count)
initial_indices_count..initial_indices_count
}
}