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https://github.com/emilk/egui.git
synced 2026-08-30 21:30:03 -04:00
Enable more clippy lints (#6853)
* Follows https://github.com/emilk/egui/pull/6848
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@@ -4,6 +4,7 @@ use std::sync::{mpsc, Arc};
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use wgpu::{BindGroupLayout, MultisampleState, StoreOp};
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/// A texture and a buffer for reading the rendered frame back to the cpu.
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///
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/// The texture is required since [`wgpu::TextureUsages::COPY_SRC`] is not an allowed
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/// flag for the surface texture on all platforms. This means that anytime we want to
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/// capture the frame, we first render it to this texture, and then we can copy it to
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@@ -125,7 +126,7 @@ impl CaptureState {
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// It would be more efficient to reuse the Buffer, e.g. via some kind of ring buffer, but
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// for most screenshot use cases this should be fine. When taking many screenshots (e.g. for a video)
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// it might make sense to revisit this and implement a more efficient solution.
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#[allow(clippy::arc_with_non_send_sync)]
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#[allow(clippy::arc_with_non_send_sync, clippy::allow_attributes)] // For wasm
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let buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("egui_screen_capture_buffer"),
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size: (self.padding.padded_bytes_per_row * self.texture.height()) as u64,
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@@ -184,7 +185,7 @@ impl CaptureState {
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tx: CaptureSender,
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viewport_id: ViewportId,
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) {
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#[allow(clippy::arc_with_non_send_sync)]
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#[allow(clippy::arc_with_non_send_sync, clippy::allow_attributes)] // For wasm
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let buffer = Arc::new(buffer);
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let buffer_clone = buffer.clone();
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let buffer_slice = buffer_clone.slice(..);
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@@ -242,7 +242,7 @@ impl RenderState {
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// On wasm, depending on feature flags, wgpu objects may or may not implement sync.
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// It doesn't make sense to switch to Rc for that special usecase, so simply disable the lint.
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#[allow(clippy::arc_with_non_send_sync)]
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#[allow(clippy::arc_with_non_send_sync, clippy::allow_attributes)] // For wasm
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Ok(Self {
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adapter,
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#[cfg(not(target_arch = "wasm32"))]
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@@ -3,7 +3,7 @@
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use std::{borrow::Cow, num::NonZeroU64, ops::Range};
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use ahash::HashMap;
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use epaint::{emath::NumExt, PaintCallbackInfo, Primitive, Vertex};
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use epaint::{emath::NumExt as _, PaintCallbackInfo, Primitive, Vertex};
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use wgpu::util::DeviceExt as _;
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@@ -749,7 +749,7 @@ impl Renderer {
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///
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/// The texture must have the format [`wgpu::TextureFormat::Rgba8UnormSrgb`].
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/// Any compare function supplied in the [`wgpu::SamplerDescriptor`] will be ignored.
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#[allow(clippy::needless_pass_by_value)] // false positive
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#[expect(clippy::needless_pass_by_value)] // false positive
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pub fn register_native_texture_with_sampler_options(
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&mut self,
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device: &wgpu::Device,
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@@ -796,7 +796,7 @@ impl Renderer {
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/// [`wgpu::SamplerDescriptor`] options.
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///
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/// This allows applications to reuse [`epaint::TextureId`]s created with custom sampler options.
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#[allow(clippy::needless_pass_by_value)] // false positive
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#[expect(clippy::needless_pass_by_value)] // false positive
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pub fn update_egui_texture_from_wgpu_texture_with_sampler_options(
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&mut self,
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device: &wgpu::Device,
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@@ -48,7 +48,7 @@ impl WgpuSetup {
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pub async fn new_instance(&self) -> wgpu::Instance {
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match self {
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Self::CreateNew(create_new) => {
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#[allow(unused_mut)]
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#[allow(unused_mut, clippy::allow_attributes)]
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let mut backends = create_new.instance_descriptor.backends;
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// Don't try WebGPU if we're not in a secure context.
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@@ -575,7 +575,7 @@ impl Painter {
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.retain(|id, _| active_viewports.contains(id));
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}
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#[allow(clippy::needless_pass_by_ref_mut, clippy::unused_self)]
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#[expect(clippy::needless_pass_by_ref_mut, clippy::unused_self)]
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pub fn destroy(&mut self) {
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// TODO(emilk): something here?
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}
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