fix many red underline

This commit is contained in:
Quaternions 2023-10-20 17:05:25 -07:00
parent 2e13d9b74e
commit d27187aa53

View File

@ -117,10 +117,10 @@ impl GraphicsContextPartial3{
let required_features=required_features();
// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the surface.
let needed_limits = required_limits().using_resolution(self.adapter.limits());
let needed_limits=required_limits().using_resolution(self.adapter.limits());
let trace_dir = std::env::var("WGPU_TRACE");
let (device, queue) = pollster::block_on(self.adapter
let trace_dir=std::env::var("WGPU_TRACE");
let (device, queue)=pollster::block_on(self.adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
@ -149,10 +149,10 @@ struct GraphicsContextPartial4{
}
impl GraphicsContextPartial4{
fn configure_surface(self,size:&winit::dpi::PhysicalSize<u32>)->GraphicsContext{
let mut config = self.surface
let mut config=self.surface
.get_default_config(&self.adapter, size.width, size.height)
.expect("Surface isn't supported by the adapter.");
let surface_view_format = config.format.add_srgb_suffix();
let surface_view_format=config.format.add_srgb_suffix();
config.view_formats.push(surface_view_format);
self.surface.configure(&self.device, &config);
@ -198,37 +198,41 @@ pub fn setup(title:&str)->GraphicsContextSetup{
}
struct GraphicsContextSetup{
window: winit::window::Window,
window:winit::window::Window,
event_loop:winit::event_loop::EventLoop<()>,
partial_graphics_context:crate::graphics_context::GraphicsContextPartial4,
partial_graphics_context:GraphicsContextPartial4,
}
impl GraphicsContextSetup{
pub fn start(self){
let size = self.window.inner_size();
let graphics_context=self.partial_graphics_context.configure_surface(&size);
println!("Initializing global state...");
let mut example=GlobalState::init();
fn into_split(self)->(winit::window::Window,winit::event_loop::EventLoop<()>,GraphicsContext){
let size=self.window.inner_size();
//Steal values and drop self
(
self.window,
self.event_loop,
self.partial_graphics_context.configure_surface(&size),
)
}
pub fn start(self,mut global_state:crate::GlobalState){
let (window,event_loop,graphics_context)=self.into_split();
println!("Entering render loop...");
event_loop.run(move |event, _, control_flow| {
let _ = (&instance, &adapter); // force ownership by the closure
*control_flow = if cfg!(feature = "metal-auto-capture") {
ControlFlow::Exit
} else {
ControlFlow::Poll
event_loop.run(move |event,_,control_flow|{
//let _=(&instance, &adapter); // force ownership by the closure
*control_flow=if cfg!(feature="metal-auto-capture"){
winit::event_loop::ControlFlow::Exit
}else{
winit::event_loop::ControlFlow::Poll
};
match event {
event::Event::RedrawEventsCleared => {
match event{
winit::event::Event::RedrawEventsCleared=>{
window.request_redraw();
}
event::Event::WindowEvent {
winit::event::Event::WindowEvent {
event:
WindowEvent::Resized(size)
| WindowEvent::ScaleFactorChanged {
new_inner_size: &mut size,
winit::event::WindowEvent::Resized(size)
| winit::event::WindowEvent::ScaleFactorChanged {
new_inner_size:&mut size,
..
},
..
@ -236,76 +240,75 @@ impl GraphicsContextSetup{
// Once winit is fixed, the detection conditions here can be removed.
// https://github.com/rust-windowing/winit/issues/2876
// this has been fixed if I update winit (remove the if statement and only use the else case)
let max_dimension = adapter.limits().max_texture_dimension_2d;
if size.width > max_dimension || size.height > max_dimension {
let max_dimension=graphics_context.adapter.limits().max_texture_dimension_2d;
if max_dimension<size.width||max_dimension<size.height{
println!(
"The resizing size {:?} exceeds the limit of {}.",
size,
max_dimension
);
} else {
println!("Resizing to {:?}", size);
config.width = size.width.max(1);
config.height = size.height.max(1);
example.resize(&config, &device, &queue);
surface.configure(&device, &config);
}else{
println!("Resizing to {:?}",size);
graphics_context.config.width=size.width.max(1);
graphics_context.config.height=size.height.max(1);
example.resize(&graphics_context.config, &graphics_context.device,&graphics_context.queue);
graphics_context.surface.configure(&graphics_context.device,&graphics_context.config);
}
}
event::Event::WindowEvent { event, .. } => match event {
WindowEvent::KeyboardInput {
winit::event::Event::WindowEvent{event,..}=>match event{
winit::event::WindowEvent::KeyboardInput{
input:
event::KeyboardInput {
virtual_keycode: Some(event::VirtualKeyCode::Escape),
state: event::ElementState::Pressed,
winit::event::KeyboardInput{
virtual_keycode:Some(winit::event::VirtualKeyCode::Escape),
state: winit::event::ElementState::Pressed,
..
},
..
}
| WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
|winit::event::WindowEvent::CloseRequested=>{
*control_flow=winit::event_loop::ControlFlow::Exit;
}
WindowEvent::KeyboardInput {
winit::event::WindowEvent::KeyboardInput{
input:
event::KeyboardInput {
virtual_keycode: Some(event::VirtualKeyCode::Scroll),
state: event::ElementState::Pressed,
winit::event::KeyboardInput{
virtual_keycode:Some(winit::event::VirtualKeyCode::Scroll),
state: winit::event::ElementState::Pressed,
..
},
..
} => {
println!("{:#?}", instance.generate_report());
}=>{
println!("{:#?}",graphics_context.instance.generate_report());
}
_ => {
example.update(&window,&device,&queue,event);
_=>{
example.update(&window,&graphics_context.device,&graphics_context.queue,event);
}
},
event::Event::DeviceEvent {
winit::event::Event::DeviceEvent{
event,
..
} => {
example.device_event(&window,event);
},
event::Event::RedrawRequested(_) => {
let frame = match surface.get_current_texture() {
Ok(frame) => frame,
Err(_) => {
surface.configure(&device, &config);
surface
winit::event::Event::RedrawRequested(_)=>{
let frame=match graphics_context.surface.get_current_texture(){
Ok(frame)=>frame,
Err(_)=>{
graphics_context.surface.configure(&graphics_context.device,&graphics_context.config);
graphics_context.surface
.get_current_texture()
.expect("Failed to acquire next surface texture!")
}
};
let view = frame.texture.create_view(&wgpu::TextureViewDescriptor {
format: Some(surface_view_format),
let view=frame.texture.create_view(&wgpu::TextureViewDescriptor{
format:Some(graphics_context.config.view_formats[0]),
..wgpu::TextureViewDescriptor::default()
});
example.render(&view, &device, &queue);
example.render(&view,&graphics_context.device,&graphics_context.queue);
frame.present();
}
_ => {}
_=>{}
}
});
}