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authorLibravatar shan <shankern@protonmail.com>2022-10-05 10:49:58 -0700
committerLibravatar shan <shankern@protonmail.com>2022-10-05 10:49:58 -0700
commit30432cbade3d9b25c4df62656a7494db3f4ea82a (patch)
tree186ca59e50caede84ede2e2381dc01dd0483806b /wgpu/src/triangle.rs
parent6e7b3ced0b1daf368e44e181ecdb4ae529877eb6 (diff)
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Readjusted namespaces, removed Geometry example as it's no longer relevant.
Diffstat (limited to 'wgpu/src/triangle.rs')
-rw-r--r--wgpu/src/triangle.rs22
1 files changed, 12 insertions, 10 deletions
diff --git a/wgpu/src/triangle.rs b/wgpu/src/triangle.rs
index df5e3132..c22f118c 100644
--- a/wgpu/src/triangle.rs
+++ b/wgpu/src/triangle.rs
@@ -4,13 +4,13 @@ use core::fmt;
use std::fmt::Formatter;
use iced_graphics::layer::{attribute_count_of, Mesh};
-use iced_graphics::shader::Shader;
-use iced_graphics::Size;
+use iced_graphics::{layer, Size};
-use crate::buffers::buffer::StaticBuffer;
+use crate::buffers::StaticBuffer;
use crate::triangle::gradient::GradientPipeline;
use crate::triangle::solid::SolidPipeline;
pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
+use layer::mesh;
mod gradient;
mod msaa;
@@ -107,7 +107,9 @@ impl Pipeline {
//We are not currently using the return value of these functions as we have no system in
//place to calculate mesh diff, or to know whether or not that would be more performant for
//the majority of use cases. Therefore we will write GPU data every frame (for now).
- let _ = self.vertex_buffer.recreate_if_needed(device, total_vertices);
+ let _ = self
+ .vertex_buffer
+ .recreate_if_needed(device, total_vertices);
let _ = self.index_buffer.recreate_if_needed(device, total_indices);
//prepare dynamic buffers & data store for writing
@@ -144,11 +146,11 @@ impl Pipeline {
self.index_strides.push(mesh.buffers.indices.len() as u32);
//push uniform data to CPU buffers
- match mesh.shader {
- Shader::Solid(color) => {
+ match mesh.style {
+ mesh::Style::Solid(color) => {
self.pipelines.solid.push(transform, color);
}
- Shader::Gradient(gradient) => {
+ mesh::Style::Gradient(gradient) => {
self.pipelines.gradient.push(transform, gradient);
}
}
@@ -204,15 +206,15 @@ impl Pipeline {
clip_bounds.height,
);
- match mesh.shader {
- Shader::Solid(_) => {
+ match mesh.style {
+ mesh::Style::Solid(_) => {
self.pipelines.solid.configure_render_pass(
&mut render_pass,
num_solids,
);
num_solids += 1;
}
- Shader::Gradient(_) => {
+ mesh::Style::Gradient(_) => {
self.pipelines.gradient.configure_render_pass(
&mut render_pass,
num_gradients,