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Add ignore and no_run to get cargo test
to pass. (#1101)
* Add changelog entry and failing CI. * Add ignore and no_run to get `cargo test` to pass.
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.github/workflows/ci.yaml
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.github/workflows/ci.yaml
vendored
@ -88,6 +88,10 @@ jobs:
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if: ${{ matrix.target != 'aarch64-linux-android' }}
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if: ${{ matrix.target != 'aarch64-linux-android' }}
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run: cargo run -p compiletests --release --no-default-features --features "use-installed-tools" -- --target-env vulkan1.1,vulkan1.2,spv1.3
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run: cargo run -p compiletests --release --no-default-features --features "use-installed-tools" -- --target-env vulkan1.1,vulkan1.2,spv1.3
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- name: workspace test
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if: ${{ matrix.target != 'aarch64-linux-android' }}
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run: cargo test --release
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# Examples
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# Examples
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- name: cargo check examples
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- name: cargo check examples
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if: ${{ matrix.target != 'aarch64-linux-android' }}
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if: ${{ matrix.target != 'aarch64-linux-android' }}
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@ -30,6 +30,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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## [Unreleased]
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## [Unreleased]
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### Changed 🛠
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### Changed 🛠
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- [PR#1101](https://github.com/EmbarkStudios/rust-gpu/pull/1101) Add `ignore` and `no_run` to documentation to make `cargo test` pass.
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- [PR#1112](https://github.com/EmbarkStudios/rust-gpu/pull/1112) updated wgpu and winit in example runners
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- [PR#1112](https://github.com/EmbarkStudios/rust-gpu/pull/1112) updated wgpu and winit in example runners
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- [PR#1100](https://github.com/EmbarkStudios/rust-gpu/pull/1100) updated toolchain to `nightly-2023-09-30`
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- [PR#1100](https://github.com/EmbarkStudios/rust-gpu/pull/1100) updated toolchain to `nightly-2023-09-30`
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- [PR#1091](https://github.com/EmbarkStudios/rust-gpu/pull/1091) updated toolchain to `nightly-2023-08-29`
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- [PR#1091](https://github.com/EmbarkStudios/rust-gpu/pull/1091) updated toolchain to `nightly-2023-08-29`
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@ -34,7 +34,7 @@ However, many things aren't implemented yet. That means that while being technic
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![Sky shader](docs/assets/sky.jpg)
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![Sky shader](docs/assets/sky.jpg)
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```rust
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```rust,no_run
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use glam::{Vec3, Vec4, vec2, vec3};
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use glam::{Vec3, Vec4, vec2, vec3};
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#[spirv(fragment)]
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#[spirv(fragment)]
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@ -10,7 +10,7 @@ It takes care of pulling in the `SPIR-V` backend for Rust, `rustc_codegen_spirv`
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## Example
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## Example
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```rust
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```rust,no_run
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use spirv_builder::{MetadataPrintout, SpirvBuilder};
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use spirv_builder::{MetadataPrintout, SpirvBuilder};
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fn main() -> Result<(), Box<dyn std::error::Error>> {
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fn main() -> Result<(), Box<dyn std::error::Error>> {
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@ -23,7 +23,7 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
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This example will build a shader crate called `my_shaders`. You typically insert this code in your crate's `build.rs` that requires the shader binary. The path to the shader module's binary will be set in the `my_shaders.spv` environment variable, which you can include in your project using something along the lines of:
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This example will build a shader crate called `my_shaders`. You typically insert this code in your crate's `build.rs` that requires the shader binary. The path to the shader module's binary will be set in the `my_shaders.spv` environment variable, which you can include in your project using something along the lines of:
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```rust
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```rust,ignore
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const SHADER: &[u8] = include_bytes!(env!("my_shaders.spv"));
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const SHADER: &[u8] = include_bytes!(env!("my_shaders.spv"));
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```
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```
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@ -10,7 +10,7 @@ This crate gives a `rust-gpu` shader access to the required `#![spirv(..)]` attr
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Here is a small excerpt to see what a shader would look like. See [source][source] for full details of the shader that generates above image.
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Here is a small excerpt to see what a shader would look like. See [source][source] for full details of the shader that generates above image.
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```rust,no_run
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```rust,ignore
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use spirv_std::spirv;
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use spirv_std::spirv;
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use glam::{Vec3, Vec4, vec2, vec3};
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use glam::{Vec3, Vec4, vec2, vec3};
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