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Fix documentation links. #2756

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Jun 10, 2022
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3 changes: 3 additions & 0 deletions wgpu-core/src/command/bundle.rs
Original file line number Diff line number Diff line change
Expand Up @@ -1085,6 +1085,9 @@ struct VertexLimitState {
/// [`SetIndexBuffer`] to the simulated state stored here, and then
/// calls the `flush_foo` methods before draw calls to produce the
/// update commands we actually need.
///
/// [`SetBindGroup`]: RenderCommand::SetBindGroup
/// [`SetIndexBuffer`]: RenderCommand::SetIndexBuffer
struct State<A: HalApi> {
/// Resources used by this bundle. This will become [`RenderBundle::used`].
trackers: RenderBundleScope<A>,
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2 changes: 1 addition & 1 deletion wgpu-core/src/device/life.rs
Original file line number Diff line number Diff line change
Expand Up @@ -461,7 +461,7 @@ impl<A: hal::Api> LifetimeTracker<A> {
impl<A: HalApi> LifetimeTracker<A> {
/// Identify resources to free, according to `trackers` and `self.suspected_resources`.
///
/// Given `trackers`, the [`TrackerSet`] belonging to same [`Device`] as
/// Given `trackers`, the [`Tracker`] belonging to same [`Device`] as
/// `self`, and `hub`, the [`Hub`] to which that `Device` belongs:
///
/// Remove from `trackers` each resource mentioned in
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7 changes: 4 additions & 3 deletions wgpu-core/src/track/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -690,9 +690,10 @@ impl<A: hub::HalApi> Tracker<A> {
/// the state given for those resources in the UsageScope. It also
/// removes all touched resources from the usage scope.
///
/// If a transition is needed to get the resources into the needed state,
/// those transitions are stored within the tracker. A subsequent
/// call to [`Self::drain`] is needed to get those transitions.
/// If a transition is needed to get the resources into the needed
/// state, those transitions are stored within the tracker. A
/// subsequent call to [`BufferTracker::drain`] or
/// [`TextureTracker::drain`] is needed to get those transitions.
///
/// This is a really funky method used by Compute Passes to generate
/// barriers after a call to dispatch without needing to iterate
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