fix nightly clippy lints (#2568)

Fix new nightly clippy lints on `pipelined-rendering`
This commit is contained in:
Carter Anderson 2021-07-30 03:17:27 +00:00
parent 0b800e547b
commit 7b336fd779
6 changed files with 47 additions and 52 deletions

View file

@ -53,7 +53,7 @@ pub struct AssetServerInternal {
pub(crate) asset_ref_counter: AssetRefCounter,
pub(crate) asset_sources: Arc<RwLock<HashMap<SourcePathId, SourceInfo>>>,
pub(crate) asset_lifecycles: Arc<RwLock<HashMap<Uuid, Box<dyn AssetLifecycle>>>>,
loaders: RwLock<Vec<Arc<Box<dyn AssetLoader>>>>,
loaders: RwLock<Vec<Arc<dyn AssetLoader>>>,
extension_to_loader_index: RwLock<HashMap<String, usize>>,
handle_to_path: Arc<RwLock<HashMap<HandleId, AssetPath<'static>>>>,
task_pool: TaskPool,
@ -112,7 +112,7 @@ impl AssetServer {
.write()
.insert(extension.to_string(), loader_index);
}
loaders.push(Arc::new(Box::new(loader)));
loaders.push(Arc::new(loader));
}
pub fn watch_for_changes(&self) -> Result<(), AssetServerError> {
@ -130,10 +130,7 @@ impl AssetServer {
HandleUntyped::strong(id.into(), sender)
}
fn get_asset_loader(
&self,
extension: &str,
) -> Result<Arc<Box<dyn AssetLoader>>, AssetServerError> {
fn get_asset_loader(&self, extension: &str) -> Result<Arc<dyn AssetLoader>, AssetServerError> {
let index = {
// scope map to drop lock as soon as possible
let map = self.server.extension_to_loader_index.read();
@ -149,7 +146,7 @@ impl AssetServer {
fn get_path_asset_loader<P: AsRef<Path>>(
&self,
path: P,
) -> Result<Arc<Box<dyn AssetLoader>>, AssetServerError> {
) -> Result<Arc<dyn AssetLoader>, AssetServerError> {
let s = path
.as_ref()
.file_name()

View file

@ -631,39 +631,37 @@ pub fn queue_meshes(
},
BindGroupEntry {
binding: 1,
resource: BindingResource::TextureView(
&base_color_texture_view,
),
resource: BindingResource::TextureView(base_color_texture_view),
},
BindGroupEntry {
binding: 2,
resource: BindingResource::Sampler(&base_color_sampler),
resource: BindingResource::Sampler(base_color_sampler),
},
BindGroupEntry {
binding: 3,
resource: BindingResource::TextureView(&emissive_texture_view),
resource: BindingResource::TextureView(emissive_texture_view),
},
BindGroupEntry {
binding: 4,
resource: BindingResource::Sampler(&emissive_sampler),
resource: BindingResource::Sampler(emissive_sampler),
},
BindGroupEntry {
binding: 5,
resource: BindingResource::TextureView(
&metallic_roughness_texture_view,
metallic_roughness_texture_view,
),
},
BindGroupEntry {
binding: 6,
resource: BindingResource::Sampler(&metallic_roughness_sampler),
resource: BindingResource::Sampler(metallic_roughness_sampler),
},
BindGroupEntry {
binding: 7,
resource: BindingResource::TextureView(&occlusion_texture_view),
resource: BindingResource::TextureView(occlusion_texture_view),
},
BindGroupEntry {
binding: 8,
resource: BindingResource::Sampler(&occlusion_sampler),
resource: BindingResource::Sampler(occlusion_sampler),
},
],
label: None,

View file

@ -210,34 +210,34 @@ impl Mesh {
for (_, attributes) in self.attributes.iter_mut() {
let indices = indices.iter();
match attributes {
VertexAttributeValues::Float32(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Sint32(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Uint32(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Float32x2(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Sint32x2(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Uint32x2(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Float32x3(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Sint32x3(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Uint32x3(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Sint32x4(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Uint32x4(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Float32x4(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Sint16x2(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Snorm16x2(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Uint16x2(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Unorm16x2(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Sint16x4(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Snorm16x4(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Uint16x4(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Unorm16x4(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Sint8x2(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Snorm8x2(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Uint8x2(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Unorm8x2(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Sint8x4(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Snorm8x4(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Uint8x4(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Unorm8x4(vec) => *vec = duplicate(&vec, indices),
VertexAttributeValues::Float32(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Sint32(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Uint32(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Float32x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Sint32x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Uint32x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Float32x3(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Sint32x3(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Uint32x3(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Sint32x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Uint32x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Float32x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Sint16x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Snorm16x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Uint16x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Unorm16x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Sint16x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Snorm16x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Uint16x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Unorm16x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Sint8x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Snorm8x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Uint8x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Unorm8x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Sint8x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Snorm8x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Uint8x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Unorm8x4(vec) => *vec = duplicate(vec, indices),
}
}
}
@ -560,7 +560,7 @@ impl RenderAsset for Mesh {
let index_info = mesh.get_index_buffer_bytes().map(|data| GpuIndexInfo {
buffer: render_device.create_buffer_with_data(&BufferInitDescriptor {
usage: BufferUsage::INDEX,
contents: &data,
contents: data,
label: None,
}),
count: mesh.indices().unwrap().len() as u32,

View file

@ -37,7 +37,7 @@ pub async fn initialize_renderer(
let instance = wgpu::Instance::new(backends);
let adapter = instance
.request_adapter(&request_adapter_options)
.request_adapter(request_adapter_options)
.await
.expect("Unable to find a GPU! Make sure you have installed required drivers!");
@ -55,7 +55,7 @@ pub async fn initialize_renderer(
let trace_path = None;
let (device, queue) = adapter
.request_device(&device_descriptor, trace_path)
.request_device(device_descriptor, trace_path)
.await
.unwrap();
let device = Arc::new(device);

View file

@ -66,13 +66,13 @@ impl Shader {
pub fn reflect(&self) -> Result<ShaderReflection, ShaderReflectError> {
let module = match &self {
// TODO: process macros here
Shader::Wgsl(source) => naga::front::wgsl::parse_str(&source)?,
Shader::Wgsl(source) => naga::front::wgsl::parse_str(source)?,
Shader::Glsl(source) => {
let mut entry_points = HashMap::default();
entry_points.insert("vertex".to_string(), ShaderStage::Vertex);
entry_points.insert("fragment".to_string(), ShaderStage::Fragment);
naga::front::glsl::parse_str(
&source,
source,
&naga::front::glsl::Options {
entry_points,
defines: Default::default(),
@ -80,7 +80,7 @@ impl Shader {
)?
}
Shader::SpirV(source) => naga::front::spv::parse_u8_slice(
&source,
source,
&naga::front::spv::Options {
adjust_coordinate_space: false,
..naga::front::spv::Options::default()

View file

@ -89,7 +89,7 @@ impl Image {
);
for current_pixel in value.data.chunks_exact_mut(pixel.len()) {
current_pixel.copy_from_slice(&pixel);
current_pixel.copy_from_slice(pixel);
}
value
}