style: apply cargo fmt across workspace

This commit is contained in:
Karim Jerbi committed 2026-10-11 03:14:29 +01:00
1 parent 85710e5454
commit 9cf9ff2c5c
531 files changed
+57740 -33906

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+24 -6
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@@ -66,9 +66,21 @@ pub struct BlockTextInstance {
impl BlockTextInstance {
pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
const ATTRS: &[wgpu::VertexAttribute] = &[
wgpu::VertexAttribute { offset: std::mem::offset_of!(BlockTextInstance, translation) as u64, shader_location: 5, format: wgpu::VertexFormat::Float32x3 },
wgpu::VertexAttribute { offset: std::mem::offset_of!(BlockTextInstance, translation_low) as u64, shader_location: 6, format: wgpu::VertexFormat::Float32x3 },
wgpu::VertexAttribute { offset: std::mem::offset_of!(BlockTextInstance, draw_depth) as u64, shader_location: 7, format: wgpu::VertexFormat::Float32 },
wgpu::VertexAttribute {
offset: std::mem::offset_of!(BlockTextInstance, translation) as u64,
shader_location: 5,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(BlockTextInstance, translation_low) as u64,
shader_location: 6,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(BlockTextInstance, draw_depth) as u64,
shader_location: 7,
format: wgpu::VertexFormat::Float32,
},
];
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Self>() as u64,
@@ -537,8 +549,7 @@ pub fn upload_block_vertex_refs(
})
})
.collect();
let max_instances =
super::gpu_budget::max_elements::<BlockTextInstance>(device);
let max_instances = super::gpu_budget::max_elements::<BlockTextInstance>(device);
for chunk in instances.chunks(max_instances) {
let instance_buffer = super::gpu_upload::upload_buffer(
device,
@@ -606,7 +617,14 @@ mod tests {
};
let mut out = Vec::new();
// Large origin exercises the double-single precision path.
push_glyph_vertices(&mut out, &[q], [1_000_000.0, 2_000_000.0, 0.0], 1.0, [1.0; 4], 0.0);
push_glyph_vertices(
&mut out,
&[q],
[1_000_000.0, 2_000_000.0, 0.0],
1.0,
[1.0; 4],
0.0,
);
assert_eq!(out.len(), 6, "two triangles per glyph");
// Vertex 0 = BL corner (0,0) -> world origin, uv = (u_min, v_max).