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https://github.com/bevyengine/bevy
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Fix doc_markdown
lints in bevy_render
(#3479)
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time. This PR fixes lints in the `bevy_render` crate.
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6f167aa3d6
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13 changed files with 23 additions and 23 deletions
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@ -381,7 +381,7 @@ impl Color {
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}
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}
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/// Converts a `Color` to a `[f32; 4]` from sRBG colorspace
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/// Converts a `Color` to a `[f32; 4]` from sRGB colorspace
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pub fn as_rgba_f32(self: Color) -> [f32; 4] {
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match self {
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Color::Rgba {
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@ -1,5 +1,5 @@
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//! These implementations allow you to
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//! convert std::vec::Vec<T> to VertexAttributeValues::T and back.
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//! convert `std::vec::Vec<T>` to `VertexAttributeValues::T` and back.
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//!
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//! # Examples
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//!
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@ -68,9 +68,9 @@ impl Mesh {
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/// Per vertex joint transform matrix index. Use in conjunction with [`Mesh::set_attribute`]
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pub const ATTRIBUTE_JOINT_INDEX: &'static str = "Vertex_JointIndex";
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/// Construct a new mesh. You need to provide a PrimitiveTopology so that the
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/// Construct a new mesh. You need to provide a [`PrimitiveTopology`] so that the
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/// renderer knows how to treat the vertex data. Most of the time this will be
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/// `PrimitiveTopology::TriangleList`.
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/// [`PrimitiveTopology::TriangleList`].
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pub fn new(primitive_topology: PrimitiveTopology) -> Self {
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Mesh {
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primitive_topology,
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@ -269,7 +269,7 @@ impl Mesh {
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///
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/// # Panics
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/// Panics if [`Indices`] are set or [`Mesh::ATTRIBUTE_POSITION`] is not of type `float3`.
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/// Consider calling [Mesh::duplicate_vertices] or export your mesh with normal attributes.
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/// Consider calling [`Mesh::duplicate_vertices`] or export your mesh with normal attributes.
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pub fn compute_flat_normals(&mut self) {
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if self.indices().is_some() {
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panic!("`compute_flat_normals` can't work on indexed geometry. Consider calling `Mesh::duplicate_vertices`.");
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@ -404,8 +404,8 @@ pub enum VertexAttributeValues {
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}
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impl VertexAttributeValues {
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/// Returns the number of vertices in this VertexAttribute. For a single
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/// mesh, all of the VertexAttributeValues must have the same length.
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/// Returns the number of vertices in this [`VertexAttributeValues`]. For a single
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/// mesh, all of the [`VertexAttributeValues`] must have the same length.
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pub fn len(&self) -> usize {
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match *self {
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VertexAttributeValues::Float32(ref values) => values.len(),
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@ -439,7 +439,7 @@ impl VertexAttributeValues {
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}
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}
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/// Returns `true` if there are no vertices in this VertexAttributeValue.
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/// Returns `true` if there are no vertices in this [`VertexAttributeValues`].
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pub fn is_empty(&self) -> bool {
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self.len() == 0
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}
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@ -453,7 +453,7 @@ impl VertexAttributeValues {
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}
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// TODO: add vertex format as parameter here and perform type conversions
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/// Flattens the VertexAttributeArray into a sequence of bytes. This is
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/// Flattens the [`VertexAttributeValues`] into a sequence of bytes. This is
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/// useful for serialization and sending to the GPU.
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pub fn get_bytes(&self) -> &[u8] {
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match self {
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@ -27,7 +27,7 @@ pub trait RenderAsset: Asset {
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/// The GPU-representation of the the asset.
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type PreparedAsset: Send + Sync + 'static;
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/// Specifies all ECS data required by [`RenderAsset::prepare_asset`].
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/// For convenience use the [`lifetimeless`](bevy_ecs::system::lifetimeless) SystemParams.
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/// For convenience use the [`lifetimeless`](bevy_ecs::system::lifetimeless) [`SystemParam`].
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type Param: SystemParam;
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/// Converts the asset into a [`RenderAsset::ExtractedAsset`].
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fn extract_asset(&self) -> Self::ExtractedAsset;
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@ -6,8 +6,8 @@ use super::NodeId;
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/// They are used to describe the ordering (which node has to run first)
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/// and may be of two kinds: [`NodeEdge`](Self::NodeEdge) and [`SlotEdge`](Self::SlotEdge).
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///
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/// Edges are added via the render_graph::add_node_edge(output_node, input_node) and the
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/// render_graph::add_slot_edge(output_node, output_slot, input_node, input_slot) methods.
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/// Edges are added via the `render_graph::add_node_edge(output_node, input_node)` and the
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/// `render_graph::add_slot_edge(output_node, output_slot, input_node, input_slot)` methods.
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///
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/// The former simply states that the `output_node` has to be run before the `input_node`,
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/// while the later connects an output slot of the `output_node`
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@ -32,7 +32,7 @@ pub enum Edge {
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}
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impl Edge {
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/// Returns the id of the 'input_node'.
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/// Returns the id of the `input_node`.
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pub fn get_input_node(&self) -> NodeId {
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match self {
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Edge::SlotEdge { input_node, .. } => *input_node,
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@ -40,7 +40,7 @@ impl Edge {
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}
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}
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/// Returns the id of the 'output_node'.
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/// Returns the id of the `output_node`.
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pub fn get_output_node(&self) -> NodeId {
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match self {
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Edge::SlotEdge { output_node, .. } => *output_node,
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@ -33,7 +33,7 @@ impl NodeId {
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///
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/// Nodes are the fundamental part of the graph and used to extend its functionality, by
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/// generating draw calls and/or running subgraphs.
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/// They are added via the render_graph::add_node(my_node) methode.
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/// They are added via the `render_graph::add_node(my_node)` method.
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///
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/// To determine their position in the graph and ensure that all required dependencies (inputs)
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/// are already executed, [`Edges`](Edge) are used.
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@ -4,7 +4,7 @@ use std::borrow::Cow;
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use crate::render_resource::{Buffer, Sampler, TextureView};
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/// A value passed between render [`Nodes`](super::Node).
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/// Corresponds to the [SlotType] specified in the [`RenderGraph`](super::RenderGraph).
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/// Corresponds to the [`SlotType`] specified in the [`RenderGraph`](super::RenderGraph).
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///
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/// Slots can have four different types of values:
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/// [`Buffer`], [`TextureView`], [`Sampler`] and [`Entity`].
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@ -110,7 +110,7 @@ impl<P: PhaseItem> DrawFunctions<P> {
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}
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}
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/// RenderCommand is a trait that runs an ECS query and produces one or more
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/// [`RenderCommand`] is a trait that runs an ECS query and produces one or more
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/// [`TrackedRenderPass`] calls. Types implementing this trait can be composed (as tuples).
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///
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/// They can be registered as a [`Draw`] function via the
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@ -249,7 +249,7 @@ impl<'a> TrackedRenderPass<'a> {
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/// Set push constant data.
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///
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/// Features::PUSH_CONSTANTS must be enabled on the device in order to call these functions.
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/// `Features::PUSH_CONSTANTS` must be enabled on the device in order to call these functions.
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pub fn set_push_constants(&mut self, stages: ShaderStages, offset: u32, data: &[u8]) {
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trace!(
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"set push constants: {:?} offset: {} data.len: {}",
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@ -11,7 +11,7 @@ use wgpu::{
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#[derive(Copy, Clone, Hash, Eq, PartialEq, Debug)]
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pub struct RenderPipelineId(Uuid);
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/// A RenderPipeline represents a graphics pipeline and its stages (shaders), bindings and vertex buffers.
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/// A [`RenderPipeline`] represents a graphics pipeline and its stages (shaders), bindings and vertex buffers.
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///
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/// May be converted from and dereferences to a wgpu [`RenderPipeline`](wgpu::RenderPipeline).
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/// Can be created via [`RenderDevice::create_render_pipeline`](crate::renderer::RenderDevice::create_render_pipeline).
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@ -50,7 +50,7 @@ impl Deref for RenderPipeline {
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#[derive(Copy, Clone, Hash, Eq, PartialEq, Debug)]
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pub struct ComputePipelineId(Uuid);
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/// A ComputePipeline represents a compute pipeline and its single shader stage.
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/// A [`ComputePipeline`] represents a compute pipeline and its single shader stage.
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///
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/// May be converted from and dereferences to a wgpu [`ComputePipeline`](wgpu::ComputePipeline).
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/// Can be created via [`RenderDevice::create_compute_pipeline`](crate::renderer::RenderDevice::create_compute_pipeline).
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@ -51,7 +51,7 @@ impl Deref for Texture {
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pub struct TextureViewId(Uuid);
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/// This type combines wgpu's [`TextureView`](wgpu::TextureView) and
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/// [SurfaceTexture`](wgpu::SurfaceTexture) into the same interface.
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/// [`SurfaceTexture`](wgpu::SurfaceTexture) into the same interface.
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#[derive(Clone, Debug)]
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pub enum TextureViewValue {
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/// The value is an actual wgpu [`TextureView`](wgpu::TextureView).
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@ -35,7 +35,7 @@ impl RenderDevice {
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self.device.limits()
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}
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/// Creates a [ShaderModule](wgpu::ShaderModule) from either SPIR-V or WGSL source code.
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/// Creates a [`ShaderModule`](wgpu::ShaderModule) from either SPIR-V or WGSL source code.
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#[inline]
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pub fn create_shader_module(&self, desc: &wgpu::ShaderModuleDescriptor) -> wgpu::ShaderModule {
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self.device.create_shader_module(desc)
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@ -189,7 +189,7 @@ impl Image {
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}
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/// Load a bytes buffer in a [`Texture`], according to type `image_type`, using the `image`
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/// crate`
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/// crate
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pub fn from_buffer(buffer: &[u8], image_type: ImageType) -> Result<Image, TextureError> {
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let format = match image_type {
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ImageType::MimeType(mime_type) => match mime_type {
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