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[CLEANUP] Remove useless comment

This commit is contained in:
Florian RICHER 2022-06-23 13:39:37 +02:00
parent 1feca362a7
commit 131123842c
2 changed files with 0 additions and 18 deletions

View file

@ -70,20 +70,13 @@ impl model::Vertex for InstanceRaw {
use std::mem; use std::mem;
wgpu::VertexBufferLayout { wgpu::VertexBufferLayout {
array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress, array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
// We need to switch from using a step mode of Vertex to Instance
// This means that our shaders will only change to use the next
// instance when the shader starts processing a new instance
step_mode: wgpu::VertexStepMode::Instance, step_mode: wgpu::VertexStepMode::Instance,
attributes: &[ attributes: &[
wgpu::VertexAttribute { wgpu::VertexAttribute {
offset: 0, offset: 0,
// While our vertex shader only uses locations 0, and 1 now, in later tutorials we'll
// be using 2, 3, and 4, for Vertex. We'll start at slot 5 not conflict with them later
shader_location: 5, shader_location: 5,
format: wgpu::VertexFormat::Float32x4, format: wgpu::VertexFormat::Float32x4,
}, },
// A mat4 takes up 4 vertex slots as it is technically 4 vec4s. We need to define a slot
// for each vec4. We don't have to do this in code though.
wgpu::VertexAttribute { wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress, offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
shader_location: 6, shader_location: 6,
@ -123,7 +116,6 @@ impl model::Vertex for InstanceRaw {
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] #[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct LightUniform { struct LightUniform {
position: [f32; 3], position: [f32; 3],
// Due to uniforms requiring 16 byte (4 float) spacing, we need to use a padding field here
_padding: u32, _padding: u32,
color: [f32; 3], color: [f32; 3],
_padding2: u32, _padding2: u32,
@ -149,8 +141,6 @@ pub async fn run() {
#[cfg(target_arch = "wasm32")] #[cfg(target_arch = "wasm32")]
{ {
// Winit prevents sizing with CSS, so we have to set
// the size manually when on web.
use winit::dpi::PhysicalSize; use winit::dpi::PhysicalSize;
window.set_inner_size(PhysicalSize::new(450, 400)); window.set_inner_size(PhysicalSize::new(450, 400));
@ -210,13 +200,10 @@ pub async fn run() {
renderer.update(dt); renderer.update(dt);
match renderer.render() { match renderer.render() {
Ok(_) => {} Ok(_) => {}
// Reconfigure the surface if it's lost or outdated
Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => { Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
renderer.resize(renderer.size) renderer.resize(renderer.size)
} }
// The system is out of memory, we should probably quit
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit, Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
// We're ignoring timeouts
Err(wgpu::SurfaceError::Timeout) => log::warn!("Surface timeout"), Err(wgpu::SurfaceError::Timeout) => log::warn!("Surface timeout"),
} }
} }

View file

@ -33,11 +33,8 @@ pub fn create_render_pipeline(
strip_index_format: None, strip_index_format: None,
front_face: wgpu::FrontFace::Ccw, front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back), cull_mode: Some(wgpu::Face::Back),
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill, polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLIP_CONTROL
unclipped_depth: false, unclipped_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false, conservative: false,
}, },
depth_stencil: depth_format.map(|format| wgpu::DepthStencilState { depth_stencil: depth_format.map(|format| wgpu::DepthStencilState {
@ -52,8 +49,6 @@ pub fn create_render_pipeline(
mask: !0, mask: !0,
alpha_to_coverage_enabled: false, alpha_to_coverage_enabled: false,
}, },
// If the pipeline will be used with a multiview render pass, this
// indicates how many array layers the attachments will have.
multiview: None, multiview: None,
}) })
} }