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https://gitlab.com/veloren/veloren.git
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Clippy fixes
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parent
132ce72246
commit
2a9a63a60e
@ -180,10 +180,6 @@ void main() {
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// worry about bleeding in the atlas and/or what the border behavior
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// should be.
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// TODO: benchmark before and after by viewing zoomed out map in the UI
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// (at particular ui scale and map zoom out, far enough to trigger downscaling)
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// (seems like ~10% increase if any)
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// Convert to sampled pixel coordinates.
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vec2 uv_pixel = f_uv * texture_size;
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vec4 image_color;
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@ -4,8 +4,6 @@ use core::num::NonZeroU32;
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use std::mem;
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use vek::*;
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// TODO: profile UI rendering before and after on laptop.
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/// The format of textures that the UI sources image data from.
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///
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/// Note, the is not directly used in all relevant locations, but still helps to
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@ -440,7 +440,7 @@ impl<'frame> Drawer<'frame> {
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/// Runs render passes with alpha premultiplication pipeline to complete any
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/// pending uploads.
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fn run_ui_premultiply_passes<'a>(&mut self) {
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fn run_ui_premultiply_passes(&mut self) {
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prof_span!("run_ui_premultiply_passes");
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let Some(premultiply_alpha) = self.borrow.pipelines.premultiply_alpha() else { return };
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let encoder = self.encoder.as_mut().unwrap();
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@ -214,6 +214,7 @@ impl TextureRequirements {
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}
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}
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#[allow(clippy::wrong_self_convention)] // type is spiritually Copy
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fn to_key_and_tex_parameters(
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self,
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graphic_id: Id,
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@ -304,7 +305,7 @@ impl GraphicCache {
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};
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let old_requirements = TextureRequirements::from_graphic(&old);
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let new_requirements = TextureRequirements::from_graphic(&new);
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let new_requirements = TextureRequirements::from_graphic(new);
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let should_invalidate = old_requirements == new_requirements && old_requirements.is_some();
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// Invalidate if possible or remove from caches.
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@ -468,7 +469,7 @@ impl GraphicCache {
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},
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};
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let requirements = TextureRequirements::from_graphic(&graphic)?;
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let requirements = TextureRequirements::from_graphic(graphic)?;
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let (key, texture_parameters) =
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requirements.to_key_and_tex_parameters(graphic_id, requested_dims_upright);
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@ -642,7 +643,7 @@ fn prepare_graphic<'graphic>(
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// expensive enough to do in the background we would just do it on
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// the GPU. Could still use `rayon` to parallelize this work, if
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// needed.
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let premultiply_strategy = PremultiplyStrategy::determine(&*rgba_cow);
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let premultiply_strategy = PremultiplyStrategy::determine(&rgba_cow);
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let needs_gpu_premultiply = match premultiply_strategy {
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PremultiplyStrategy::UseGpu => true,
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PremultiplyStrategy::NotNeeded => false,
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@ -767,7 +768,7 @@ fn upload_image(
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let size = aabr.size().into_array();
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// upload directly
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renderer.update_texture(
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&*target_texture,
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target_texture,
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offset,
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size,
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// NOTE: Rgba texture, so each pixel is 4 bytes, ergo this cannot fail.
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@ -1044,6 +1045,7 @@ impl PremultiplyStrategy {
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/// Computes the fraction of 4 pixel chunks that are fully translucent or
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/// opaque. Returns `None` if no premultiplication is needed (i.e. all alpha
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/// values are 255).
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#[allow(clippy::unusual_byte_groupings)]
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fn fraction_shortcircuit_blocks(image: &RgbaImage) -> Option<f32> {
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let dims = image.dimensions();
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let pixel_count = dims.0 as usize * dims.1 as usize;
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