mirror of
https://github.com/maplibre/maplibre-rs.git
synced 2025-12-08 19:05:57 +00:00
Run clippy fix
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parent
0b5493c5fd
commit
c3ff031e3f
2
build.rs
2
build.rs
@ -10,7 +10,7 @@ fn main() {
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let root_dir = env::var("CARGO_MANIFEST_DIR").unwrap();
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let out_dir = env::var("OUT_DIR").unwrap();
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let out = PathBuf::from(Path::new(&out_dir).join("extracted-tiles"));
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let out = Path::new(&out_dir).join("extracted-tiles");
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if out.exists() && out.is_dir() {
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fs::remove_dir_all(&out).unwrap()
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}
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@ -16,7 +16,6 @@ pub fn get_tile(x: u32, y: u32, z: u32) -> Option<&'static File<'static>> {
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}
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mod tests {
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use super::{get_tile};
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#[test]
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fn test_tiles_available() {
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@ -43,9 +43,10 @@ pub fn create_map_render_pipeline_description<'a>(
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pass_op: wgpu::StencilOperation::Keep,
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}
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};
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let descriptor = wgpu::RenderPipelineDescriptor {
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wgpu::RenderPipelineDescriptor {
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label: None,
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layout: Some(&pipeline_layout),
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layout: Some(pipeline_layout),
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vertex: vertex_state,
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fragment: Some(fragment_state),
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primitive: wgpu::PrimitiveState {
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@ -75,6 +76,5 @@ pub fn create_map_render_pipeline_description<'a>(
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alpha_to_coverage_enabled: false,
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},
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multiview: None
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};
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descriptor
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}
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}
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@ -1,4 +1,4 @@
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use wgpu::{BufferAddress, ColorTargetState, Device, FragmentState, ShaderModule, ShaderModuleDescriptor, VertexAttribute, VertexBufferLayout, VertexState, VertexStepMode};
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use wgpu::{ColorTargetState, Device, FragmentState, ShaderModule, VertexBufferLayout, VertexState};
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pub struct FragmentShaderState {
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source: &'static str,
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@ -66,7 +66,7 @@ pub mod tile {
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use crate::platform::COLOR_TEXTURE_FORMAT;
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use crate::render::shader_ffi::GpuVertexUniform;
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use super::{VertexShaderState, ColorTargetState, FragmentShaderState};
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use super::{VertexShaderState, FragmentShaderState};
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pub const VERTEX: VertexShaderState = VertexShaderState::new(
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include_str!("tile.vertex.wgsl"), &[wgpu::VertexBufferLayout {
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@ -105,7 +105,7 @@ pub mod tile {
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pub mod tile_mask {
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use crate::platform::COLOR_TEXTURE_FORMAT;
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use crate::render::shader_ffi::GpuVertexUniform;
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use super::{VertexShaderState, ColorTargetState, FragmentShaderState};
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use super::{VertexShaderState, FragmentShaderState};
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pub const VERTEX: VertexShaderState = VertexShaderState::new(
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include_str!("tile_mask.vertex.wgsl"), &[wgpu::VertexBufferLayout {
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@ -4,7 +4,7 @@ use std::ops::Range;
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use log::warn;
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use lyon::tessellation::VertexBuffers;
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use wgpu::{Extent3d, Limits};
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use wgpu::{Limits};
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use wgpu::util::DeviceExt;
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use winit::dpi::PhysicalSize;
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use winit::event::{DeviceEvent, ElementState, KeyboardInput, MouseButton, TouchPhase, WindowEvent};
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@ -626,7 +626,7 @@ impl State {
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INDEX_FORMAT,
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);
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pass.set_vertex_buffer(0, self.vertex_uniform_buffer.slice(..));
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if (self.tile_fill_range.len() > 0) {
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if !self.tile_fill_range.is_empty() {
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pass.draw_indexed(self.tile_fill_range.clone(), 0, 0..1);
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}
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pass.draw_indexed(self.tile_stroke_range.clone(), 0, 0..1);
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@ -639,7 +639,7 @@ impl State {
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INDEX_FORMAT,
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);
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pass.set_vertex_buffer(0, self.vertex_uniform_buffer.slice(..));
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if (self.tile2_fill_range.len() > 0) {
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if !self.tile2_fill_range.is_empty() {
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pass.draw_indexed(self.tile2_fill_range.clone(), 0, 0..1);
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}
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pass.draw_indexed(self.tile2_stroke_range.clone(), 0, 0..1);
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@ -25,7 +25,7 @@ pub trait Tesselated<OutputIndex: std::ops::Add> {
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fn empty_range(&self, buffer: &mut VertexBuffers<GpuVertexUniform, OutputIndex>,
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_prim_id: u32) -> Range<u32> {
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let initial_indices_count = buffer.indices.len() as u32;
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(initial_indices_count..initial_indices_count)
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initial_indices_count..initial_indices_count
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}
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}
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