wgpu: Inline some variables
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627773d0d4
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c25b58058b
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@ -413,26 +413,21 @@ impl<T: RenderTarget> WgpuRenderBackend<T> {
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let mut draws = Vec::with_capacity(lyon_mesh.len());
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for draw in lyon_mesh {
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// TODO: inline
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let device = &self.descriptors.device;
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let pipelines = &self.descriptors.pipelines;
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let vertices: Vec<GpuVertex> = draw.vertices.into_iter().map(GpuVertex::from).collect();
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let vertex_buffer = create_buffer_with_data(
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device,
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&self.descriptors.device,
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bytemuck::cast_slice(&vertices),
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wgpu::BufferUsage::VERTEX,
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create_debug_label!("Shape {} ({}) vbo", shape_id, draw.draw_type.name()),
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);
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let index_buffer = create_buffer_with_data(
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device,
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&self.descriptors.device,
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bytemuck::cast_slice(&draw.indices),
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wgpu::BufferUsage::INDEX,
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create_debug_label!("Shape {} ({}) ibo", shape_id, draw.draw_type.name()),
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);
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// TODO: inline
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let index_count = draw.indices.len() as u32;
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let draw_id = draws.len();
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@ -453,7 +448,7 @@ impl<T: RenderTarget> WgpuRenderBackend<T> {
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texture_transform[2][..3].copy_from_slice(&gradient.matrix[2]);
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let tex_transforms_ubo = create_buffer_with_data(
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device,
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&self.descriptors.device,
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bytemuck::cast_slice(&[texture_transform]),
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wgpu::BufferUsage::UNIFORM,
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create_debug_label!(
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@ -464,7 +459,7 @@ impl<T: RenderTarget> WgpuRenderBackend<T> {
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);
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let gradient_ubo = create_buffer_with_data(
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device,
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&self.descriptors.device,
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bytemuck::cast_slice(&[GradientUniforms::from(gradient)]),
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wgpu::BufferUsage::STORAGE,
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create_debug_label!(
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@ -479,8 +474,8 @@ impl<T: RenderTarget> WgpuRenderBackend<T> {
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shape_id,
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draw_id
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);
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &pipelines.gradient_layout,
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let bind_group = self.descriptors.device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &self.descriptors.pipelines.gradient_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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@ -528,7 +523,7 @@ impl<T: RenderTarget> WgpuRenderBackend<T> {
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texture_transform[2][..3].copy_from_slice(&bitmap.matrix[2]);
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let tex_transforms_ubo = create_buffer_with_data(
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device,
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&self.descriptors.device,
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bytemuck::cast_slice(&[texture_transform]),
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wgpu::BufferUsage::UNIFORM,
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create_debug_label!(
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@ -543,8 +538,8 @@ impl<T: RenderTarget> WgpuRenderBackend<T> {
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shape_id,
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draw_id
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);
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &pipelines.bitmap_layout,
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let bind_group = self.descriptors.device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &self.descriptors.pipelines.bitmap_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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