Rewrite all doc comments to wrap at 100 characters (was 80)

This commit is contained in:
Jay Oster 2019-10-02 01:07:11 -07:00
parent 70306c5cfd
commit 38ce5c186d
2 changed files with 25 additions and 35 deletions

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@ -1,15 +1,13 @@
//! A tiny library providing a GPU-powered pixel pixel buffer.
//!
//! [`Pixels`] represents a 2D pixel buffer with an explicit image resolution,
//! making it ideal for prototyping simple pixel-based games, animations, and
//! emulators. The pixel buffer is rendered entirely on the GPU, allowing
//! developers to easily incorporate special effects with shaders and a
//! customizable pipeline.
//! [`Pixels`] represents a 2D pixel buffer with an explicit image resolution, making it ideal for
//! prototyping simple pixel-based games, animations, and emulators. The pixel buffer is rendered
//! entirely on the GPU, allowing developers to easily incorporate special effects with shaders and
//! a customizable pipeline.
//!
//! The GPU interface is offered by [`wgpu`](https://crates.io/crates/wgpu), and
//! is re-exported for your convenience. Use a windowing framework or context
//! manager of your choice; [`winit`](https://crates.io/crates/winit) is a good
//! place to start.
//! The GPU interface is offered by [`wgpu`](https://crates.io/crates/wgpu), and is re-exported for
//! your convenience. Use a windowing framework or context manager of your choice;
//! [`winit`](https://crates.io/crates/winit) is a good place to start.
use std::error::Error as StdError;
use std::fmt;
@ -67,9 +65,8 @@ pub enum Error {
impl<'a> SurfaceTexture<'a> {
/// Create a logical texture for a window surface.
///
/// It is recommended (but not required) that the `width` and `height` are
/// equivalent to the physical dimentions of the `surface`. E.g. scaled by
/// the HiDPI factor.
/// It is recommended (but not required) that the `width` and `height` are equivalent to the
/// physical dimentions of the `surface`. E.g. scaled by the HiDPI factor.
///
/// # Examples
///
@ -225,8 +222,8 @@ impl<'a> PixelsBuilder<'a> {
/// Set the pixel aspect ratio to simulate non-square pixels.
///
/// This setting enables a render pass that horizontally scales the pixel
/// buffer by the given factor.
/// This setting enables a render pass that horizontally scales the pixel buffer by the given
/// factor.
///
/// E.g. set this to `8.0 / 7.0` for an 8:7 pixel aspect ratio.
pub fn pixel_aspect_ratio(mut self, pixel_aspect_ratio: f64) -> PixelsBuilder<'a> {

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@ -2,40 +2,33 @@ use wgpu::TextureView;
/// Objects that implement this trait can be added to [`Pixels`] as a render pass.
///
/// [`Pixels`] always has at least one render pass; a scaling pass that uses a
/// nearest-neighbor sampler to preserve pixel edges. Optionally it may also
/// have a second scaling pass that transforms the texture to its final size
/// (for non-square pixel aspect ratios). During this second pass, the texture
/// is stretched horizontally using a linear sampler.
/// [`Pixels`] always has at least one render pass; a scaling pass that uses a nearest-neighbor
/// sampler to preserve pixel edges. Optionally it may also have a second scaling pass that
/// transforms the texture to its final size (for non-square pixel aspect ratios). During this
/// second pass, the texture is stretched horizontally using a linear sampler.
///
/// Any additional render passes are executed afterward.
///
/// Each render pass is configured with one [`wgpu::TextureView`] as an input.
/// You will probably want to create a binding for this `texture_view` so your
/// shaders can sample from it.
/// Each render pass is configured with one [`wgpu::TextureView`] as an input. You will probably
/// want to create a binding for this `texture_view` so your shaders can sample from it.
///
/// The render pass will also receive a reference to another
/// [`wgpu::TextureView`] when the pass is executed. This texture view is the
/// `render_target`.
/// The render pass will also receive a reference to another [`wgpu::TextureView`] when the pass is
/// executed. This texture view is the `render_target`.
///
/// [`Pixels`]: ./struct.Pixels.html
pub trait RenderPass {
/// The `update_bindings` method will be called when the `texture_view`
/// needs to be recreated.
/// The `update_bindings` method will be called when the `texture_view` needs to be recreated.
///
/// It's always called at least once when the default [`Pixels`] render
/// passes are created. This can also happen in response to resizing the
/// [`SurfaceTexture`].
/// It's always called at least once when the default [`Pixels`] render passes are created.
/// This can also happen in response to resizing the [`SurfaceTexture`].
///
/// You will typically recreate your bindings here to reference the new
/// input `texture_view`.
/// You will typically recreate your bindings here to reference the new input `texture_view`.
///
/// [`Pixels`]: ./struct.Pixels.html
/// [`SurfaceTexture`]: ./struct.SurfaceTexture.html
fn update_bindings(&mut self, texture_view: &TextureView);
/// Called when it is time to execute this render pass. Use the `encoder` to
/// encode all commands related to this render pass. The result must be
/// stored to the `render_target`.
/// Called when it is time to execute this render pass. Use the `encoder` to encode all
/// commands related to this render pass. The result must be stored to the `render_target`.
fn render_pass(&self, encoder: &mut wgpu::CommandEncoder, render_target: &TextureView);
}