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Merge branch 'master' of github.com:sotrh/learn-wgpu
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commit
69ec7ba20b
@ -2,7 +2,7 @@
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layout(location=0) in vec3 a_position;
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layout(location=0) in vec3 a_position;
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layout(location=0) out vec4 v_color;
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layout(location=0) out vec3 v_color;
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layout(set=0, binding=0)
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layout(set=0, binding=0)
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uniform Uniforms {
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uniform Uniforms {
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@ -23,5 +23,5 @@ void main() {
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vec3 v_position = a_position * scale + u_position;
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vec3 v_position = a_position * scale + u_position;
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gl_Position = u_view_proj * vec4(v_position, 1);
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gl_Position = u_view_proj * vec4(v_position, 1);
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v_color = vec4(u_color, 0);
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v_color = u_color;
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}
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}
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@ -14,7 +14,14 @@ wgpu = "0.5.0"
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futures = "0.3.4"
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futures = "0.3.4"
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```
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```
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If you're on MacOS, you can specify Vulkan (MoltenVK) as your desired backend instead of Metal by removing the `wgpu = "0.5.0"` and adding the following.
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### Vulkan Portability Layer
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You may also want to make the Vulkan backend available on platforms where it is by default not, e.g. Mac OS. The reason
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you might want to enable the Vulkan backend is if you are doing cross-platform development and you need the
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Vulkan validation layers output.
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To enable the Vulkan backend, add this new section to `Cargo.toml`, and do not forget to remove `wgpu` from the earlier
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`[dependencies]` section.
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``` toml
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``` toml
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[dependencies.wgpu]
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[dependencies.wgpu]
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@ -22,6 +29,10 @@ version = "0.5.0"
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features = ["vulkan"]
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features = ["vulkan"]
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```
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```
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- This may not be necessary because normally `wgpu-rs` validation will catch problems. In fact that is one of it's
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design goals.
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- This is not intended for shipping code.
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- See also [gfx-portability](https://github.com/gfx-rs/portability).
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## The code
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## The code
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There's not much going on here yet, so I'm just going to post the code in full. Just paste this into you're `main.rs` or equivalent.
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There's not much going on here yet, so I'm just going to post the code in full. Just paste this into you're `main.rs` or equivalent.
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