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https://github.com/GraphiteEditor/Graphite.git
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Remove unused code
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parent
a9859b4bb4
commit
8fb1a703af
7 changed files with 18 additions and 21 deletions
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@ -69,8 +69,8 @@ impl Application {
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// Temporary setup below, TODO: move to appropriate place in architecture
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// Window uniform bind group layout
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let window_binding_types = vec![wgpu::BindingType::UniformBuffer { dynamic: false }];
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let window_bind_group_layout = Pipeline::build_bind_group_layout(&device, &window_binding_types);
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// let window_binding_types = vec![wgpu::BindingType::UniformBuffer { dynamic: false }];
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// let window_bind_group_layout = Pipeline::build_bind_group_layout(&device, &window_binding_types);
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// Data structure maintaining the user interface
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// let extra_layouts = vec![&window_bind_group_layout];
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@ -112,7 +112,7 @@ impl Application {
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// Handle custom-dispatched events
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Event::UserEvent(_) => (),
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// Called once every event is handled and the GUI structure is updated
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Event::MainEventsCleared => self.update_gui(window),
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Event::MainEventsCleared => self.update_gui(),
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// Resizing or calling `window.request_redraw()` renders the GUI with the queued draw commands
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Event::RedrawRequested(_) => self.render(),
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// Once all windows have been redrawn
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@ -125,7 +125,7 @@ impl Application {
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}
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}
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pub fn update_gui(&mut self, window: &Window) {
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pub fn update_gui(&mut self) {
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}
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@ -1,13 +0,0 @@
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pub enum BindGroupResource<'a> {
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Owned(wgpu::BindGroup),
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Borrowed(&'a wgpu::BindGroup),
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}
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impl<'a> BindGroupResource<'a> {
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pub fn borrow(&self) -> BindGroupResource {
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match self {
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BindGroupResource::Owned(ref bind_group) => BindGroupResource::Borrowed(bind_group),
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BindGroupResource::Borrowed(ref bind_group) => BindGroupResource::Borrowed(bind_group),
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}
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}
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}
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@ -12,6 +12,7 @@ impl Color {
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Self { r, g, b, a }
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}
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#[allow(dead_code)]
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pub const TRANSPARENT: Self = Color {
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r: 0.0,
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g: 0.0,
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@ -19,6 +20,7 @@ impl Color {
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a: 0.0,
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};
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#[allow(dead_code)]
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pub const BLACK: Self = Color {
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r: 0.0,
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g: 0.0,
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@ -26,6 +28,7 @@ impl Color {
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a: 1.0,
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};
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#[allow(dead_code)]
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pub const WHITE: Self = Color {
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r: 1.0,
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g: 1.0,
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@ -33,6 +36,7 @@ impl Color {
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a: 1.0,
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};
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#[allow(dead_code)]
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pub const RED: Self = Color {
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r: 1.0,
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g: 0.0,
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@ -40,6 +44,7 @@ impl Color {
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a: 1.0,
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};
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#[allow(dead_code)]
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pub const YELLOW: Self = Color {
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r: 1.0,
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g: 1.0,
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@ -47,6 +52,7 @@ impl Color {
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a: 1.0,
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};
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#[allow(dead_code)]
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pub const GREEN: Self = Color {
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r: 0.0,
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g: 1.0,
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@ -54,6 +60,7 @@ impl Color {
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a: 1.0,
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};
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#[allow(dead_code)]
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pub const CYAN: Self = Color {
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r: 0.0,
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g: 1.0,
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@ -61,6 +68,7 @@ impl Color {
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a: 1.0,
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};
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#[allow(dead_code)]
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pub const BLUE: Self = Color {
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r: 0.0,
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g: 0.0,
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@ -68,6 +76,7 @@ impl Color {
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a: 1.0,
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};
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#[allow(dead_code)]
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pub const MAGENTA: Self = Color {
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r: 1.0,
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g: 0.0,
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@ -22,6 +22,7 @@ pub enum ColorPalette {
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}
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impl ColorPalette {
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#[allow(dead_code)]
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pub fn get_color_srgb(self) -> Color {
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let grayscale = match self {
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ColorPalette::Black => 0 * 17, // #000000
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@ -56,6 +57,7 @@ impl ColorPalette {
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Color::new(rgba.0 as f32 / 255.0, rgba.1 as f32 / 255.0, rgba.2 as f32 / 255.0, rgba.3 as f32 / 255.0)
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}
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#[allow(dead_code)]
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pub fn get_color_linear(self) -> Color {
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let standard_rgb = ColorPalette::get_color_srgb(self);
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@ -41,7 +41,7 @@ impl GuiNode {
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let texture = Texture::cached_load(device, queue, "textures/grid.png", texture_cache);
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// Build a staging buffer from the uniform resource data
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let binding_staging_buffer = Pipeline::build_binding_staging_buffer(device, self.form_factor);
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let binding_staging_buffer = Pipeline::build_binding_staging_buffer(device, &self.form_factor);
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// Construct the bind group for this GUI node
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let bind_group = Pipeline::build_bind_group(device, &pipeline.bind_group_layout, vec![
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@ -10,7 +10,6 @@ mod gui_node;
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mod gui_attributes;
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mod window_events;
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mod window_uniform;
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mod bind_group_resource;
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use application::Application;
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use winit::event_loop::EventLoop;
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@ -71,10 +71,10 @@ impl Pipeline {
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})
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}
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pub fn build_binding_staging_buffer<T: bytemuck::Pod>(device: &wgpu::Device, resource: T) -> wgpu::Buffer { // TODO: Turn this into a borrow
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pub fn build_binding_staging_buffer<T: bytemuck::Pod>(device: &wgpu::Device, resource: &T) -> wgpu::Buffer {
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// Construct a staging buffer with the binary uniform struct data
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device.create_buffer_with_data(
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bytemuck::cast_slice(&[resource]),
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bytemuck::cast_slice(&[*resource]),
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wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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)
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}
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