Removed unnecessary borrows

pull/210/head
Martino Fontana 3 years ago
parent 2c811f43a4
commit 467cec5367

@ -193,7 +193,7 @@ where
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
self.set_bind_group(0, &material.bind_group, &[]);
self.set_bind_group(1, &uniforms, &[]);
self.set_bind_group(1, uniforms, &[]);
self.draw_indexed(0..mesh.num_elements, 0, instances);
}

@ -285,7 +285,7 @@ fn create_render_pipeline(
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&layout),
layout: Some(layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "main",

@ -213,8 +213,8 @@ where
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
self.set_bind_group(0, &material.bind_group, &[]);
self.set_bind_group(1, &uniforms, &[]);
self.set_bind_group(2, &light, &[]);
self.set_bind_group(1, uniforms, &[]);
self.set_bind_group(2, light, &[]);
self.draw_indexed(0..mesh.num_elements, 0, instances);
}

@ -286,7 +286,7 @@ fn create_render_pipeline(
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&layout),
layout: Some(layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "main",

@ -318,8 +318,8 @@ where
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
self.set_bind_group(0, &material.bind_group, &[]);
self.set_bind_group(1, &uniforms, &[]);
self.set_bind_group(2, &light, &[]);
self.set_bind_group(1, uniforms, &[]);
self.set_bind_group(2, light, &[]);
self.draw_indexed(0..mesh.num_elements, 0, instances);
}

@ -166,7 +166,7 @@ fn create_render_pipeline(
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(&format!("{:?}", shader)),
layout: Some(&layout),
layout: Some(layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "main",

@ -318,8 +318,8 @@ where
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
self.set_bind_group(0, &material.bind_group, &[]);
self.set_bind_group(1, &uniforms, &[]);
self.set_bind_group(2, &light, &[]);
self.set_bind_group(1, uniforms, &[]);
self.set_bind_group(2, light, &[]);
self.draw_indexed(0..mesh.num_elements, 0, instances);
}

@ -165,7 +165,7 @@ fn create_render_pipeline(
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(&format!("{:?}", shader)),
layout: Some(&layout),
layout: Some(layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "main",

@ -336,8 +336,8 @@ where
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
self.set_bind_group(0, &material.bind_group, &[]);
self.set_bind_group(1, &uniforms, &[]);
self.set_bind_group(2, &light, &[]);
self.set_bind_group(1, uniforms, &[]);
self.set_bind_group(2, light, &[]);
self.draw_indexed(0..mesh.num_elements, 0, instances);
}

@ -71,7 +71,7 @@ fn main() -> Result<()> {
let compiled = compiler.compile_into_spirv(
&shader.src,
shader.kind,
&shader.src_path.to_str().unwrap(),
shader.src_path.to_str().unwrap(),
"main",
None,
)?;

@ -448,8 +448,8 @@ where
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
self.set_bind_group(0, &material.bind_group, &[]);
self.set_bind_group(1, &uniforms, &[]);
self.set_bind_group(2, &light, &[]);
self.set_bind_group(1, uniforms, &[]);
self.set_bind_group(2, light, &[]);
self.draw_indexed(0..mesh.num_elements, 0, instances);
}

@ -50,7 +50,7 @@ pub fn create_render_pipeline(
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&layout),
layout: Some(layout),
vertex: wgpu::VertexState {
module: &vs_module,
entry_point: "main",

@ -71,7 +71,7 @@ fn main() -> Result<()> {
let compiled = compiler.compile_into_spirv(
&shader.src,
shader.kind,
&shader.src_path.to_str().unwrap(),
shader.src_path.to_str().unwrap(),
"main",
None,
)?;

@ -308,8 +308,8 @@ where
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
self.set_bind_group(0, &material.bind_group, &[]);
self.set_bind_group(1, &uniforms, &[]);
self.set_bind_group(2, &light, &[]);
self.set_bind_group(1, uniforms, &[]);
self.set_bind_group(2, light, &[]);
self.draw_indexed(0..mesh.num_elements, 0, instances);
}

@ -204,7 +204,7 @@ impl<'a> RenderPipelineBuilder<'a> {
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&layout),
layout: Some(layout),
vertex: wgpu::VertexState {
module: &vs,
entry_point: "main",

@ -81,7 +81,7 @@ impl ShaderCanvas {
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Shader Canvas Render Pass"),
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &frame,
view: frame,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,

@ -73,7 +73,7 @@ fn main() -> Result<()> {
let compiled = compiler.compile_into_spirv(
&shader.src,
shader.kind,
&shader.src_path.to_str().unwrap(),
shader.src_path.to_str().unwrap(),
"main",
None,
)?;

@ -70,7 +70,7 @@ fn main() -> Result<()> {
let compiled = compiler.compile_into_spirv(
&shader.src,
shader.kind,
&shader.src_path.to_str().unwrap(),
shader.src_path.to_str().unwrap(),
"main",
None,
)?;

@ -242,7 +242,7 @@ fn create_render_pipeline(
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&layout),
layout: Some(layout),
vertex: wgpu::VertexState {
module: &vs_module,
entry_point: "main",

@ -431,7 +431,7 @@ where
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
self.set_bind_group(0, &material.bind_group, &[]);
self.set_bind_group(1, &uniforms, &[]);
self.set_bind_group(1, uniforms, &[]);
self.draw_indexed(0..mesh.num_elements, 0, instances);
}
}

@ -122,7 +122,7 @@ fn create_render_pipeline(
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&layout),
layout: Some(layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "main",
@ -248,8 +248,8 @@ where
self.set_vertex_buffer(0, &mesh.vertex_buffer, 0, 0);
self.set_index_buffer(&mesh.index_buffer, 0, 0);
self.set_bind_group(0, &material.bind_group, &[]);
self.set_bind_group(1, &uniforms, &[]);
self.set_bind_group(2, &light, &[]);
self.set_bind_group(1, uniforms, &[]);
self.set_bind_group(2, light, &[]);
self.draw_indexed(0..mesh.num_elements, 0, instances);
}

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