Upgrade to the Rust 2024 edition (#2367)

* Update to rust 2024 edition

* Fixes

* Clean up imports

* Cargo fmt again

---------

Co-authored-by: Keavon Chambers <keavon@keavon.com>
This commit is contained in:
Dennis Kobert 2025-03-13 01:29:12 +01:00 committed by GitHub
parent 927d7dd9b2
commit beb1c6ae64
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
253 changed files with 980 additions and 1371 deletions

View file

@ -1,7 +1,7 @@
[package]
name = "wgpu-executor"
version = "0.1.0"
edition = "2021"
edition = "2024"
license = "MIT OR Apache-2.0"
[features]

View file

@ -1,8 +1,6 @@
use super::context::Context;
use dyn_any::StaticTypeSized;
use bytemuck::Pod;
use dyn_any::StaticTypeSized;
use std::borrow::Cow;
use std::error::Error;
use std::pin::Pin;

View file

@ -1,20 +1,18 @@
mod context;
mod executor;
use anyhow::{Result, bail};
pub use context::Context;
pub use executor::GpuExecutor;
use dyn_any::{DynAny, StaticType};
pub use executor::GpuExecutor;
use futures::Future;
use glam::{DAffine2, UVec2};
use gpu_executor::{ComputePassDimensions, GPUConstant, StorageBufferOptions, TextureBufferOptions, TextureBufferType, ToStorageBuffer, ToUniformBuffer};
use graphene_core::application_io::{ApplicationIo, EditorApi, ImageTexture, SurfaceHandle};
use graphene_core::raster::image::ImageFrameTable;
use graphene_core::raster::{Image, SRGBA8};
use graphene_core::transform::{Footprint, Transform};
use graphene_core::{Color, Cow, Ctx, ExtractFootprint, Node, SurfaceFrame, Type};
use anyhow::{bail, Result};
use futures::Future;
use glam::{DAffine2, UVec2};
use std::pin::Pin;
use std::sync::Arc;
use vello::{AaConfig, AaSupport, RenderParams, Renderer, RendererOptions, Scene};
@ -473,39 +471,38 @@ impl WgpuExecutor {
pub fn read_output_buffer(&self, buffer: Arc<WgpuShaderInput>) -> Pin<Box<dyn Future<Output = Result<Vec<u8>>> + Send>> {
Box::pin(async move {
if let ShaderInput::ReadBackBuffer(buffer, _) = buffer.as_ref() {
let buffer_slice = buffer.slice(..);
// Sets the buffer up for mapping, sending over the result of the mapping back to us when it is finished.
let (sender, receiver) = futures_intrusive::channel::shared::oneshot_channel();
buffer_slice.map_async(wgpu::MapMode::Read, move |v| sender.send(v).unwrap());
// Wait for the mapping to finish.
#[cfg(feature = "profiling")]
nvtx::range_push!("compute");
let result = receiver.receive().await;
#[cfg(feature = "profiling")]
nvtx::range_pop!();
if result == Some(Ok(())) {
// Gets contents of buffer
let data = buffer_slice.get_mapped_range();
// Since contents are got in bytes, this converts these bytes back to u32
let result = bytemuck::cast_slice(&data).to_vec();
// With the current interface, we have to make sure all mapped views are
// dropped before we unmap the buffer.
drop(data);
buffer.unmap(); // Unmaps buffer from memory
// Returns data from buffer
Ok(result)
} else {
bail!("failed to run compute on gpu!")
}
} else {
let ShaderInput::ReadBackBuffer(buffer, _) = buffer.as_ref() else {
bail!("Tried to read a non readback buffer")
};
let buffer_slice = buffer.slice(..);
// Sets the buffer up for mapping, sending over the result of the mapping back to us when it is finished.
let (sender, receiver) = futures_intrusive::channel::shared::oneshot_channel();
buffer_slice.map_async(wgpu::MapMode::Read, move |v| sender.send(v).unwrap());
// Wait for the mapping to finish.
#[cfg(feature = "profiling")]
nvtx::range_push!("compute");
let result = receiver.receive().await;
#[cfg(feature = "profiling")]
nvtx::range_pop!();
if result.is_none_or(|x| x.is_err()) {
bail!("failed to run compute on gpu!")
}
// Gets contents of buffer
let data = buffer_slice.get_mapped_range();
// Since contents are got in bytes, this converts these bytes back to u32
let result = bytemuck::cast_slice(&data).to_vec();
// With the current interface, we have to make sure all mapped views are
// dropped before we unmap the buffer.
drop(data);
buffer.unmap(); // Unmaps buffer from memory
// Returns data from buffer
Ok(result)
})
}