* Accept `#[rust_gpu::spirv()]` attributes rather than `#[spirv()]` in backend
* Implemented `#[spirv(..)]` proc macro attribute for all platforms that conditionally translates to `#[rust_gpu::spirv()]` based on platform
* Changed `SpirvBuilder` to always apply `register_tool(rust_gpu)` attribute to shader crates
* Updated docs
* Added changelog
* Update to the new rust-toolchain format
* Remove unneeded docs
* Update CI for toolchain file
* Update ci.yaml
* Update ci.yaml
* Update deploy_docs.yml
* Update ci.yaml
* Update deploy_docs.yml
* Remove redundant `rustup component add` commands from ci.yaml.
* Shorten "Continuous integration" to "CI" in ci.yaml.
* Add a helpful message above the TOML in rust-toolchain.
* Don't update rustup in ci.yaml, GHA already has the right version.
Co-authored-by: Daniel McNab <36049421+DJMcNab@users.noreply.github.com>
Co-authored-by: Eduard-Mihai Burtescu <eddyb@lyken.rs>
* examples/wgpu: Handle escape to exit (same as ash example)
* examples/wgpu: Set up for use on Android
* examples/wgpu: Convert #[cfg] blocks to cfg_if
* examples/wgpu: Wait for events instead of busy-looping
The image currently does not change and the OS will notify us when to
redraw (ie. after window resizes). This is going to save power
especially on mobile devices.
As soon as interactive or animating visuals are introduced to this
example redraws can be requested with `window.request_redraw()`.
* examples/wgpu: Create swapchain in ::Resume on Android
* docs: Add Android to supported operating systems
* ci: Build test cross-compilation for Android
* HACK: ci: Create Android symlink without spaces
* ci: Set legacy ANDROID_HOME because ndk-build prefers deprecated var
* get rid of vertex buffers in example
* get rid of unused attributes in example shader
* use negative viewport height to match wgpu
* remove depth buffer
* use SRGB surface
* improve tonemapping
remove 'gamma correction' in favor of hardware srgb support
* make clippy happy
* move tonemapping out of sky(), rename gl_pos to builtin_pos
* rename shaders and use sky shader in wgpu example runner
* apply srgb OETF and invert clip space for cpu example runner
* restructure example directory structure according to #170
* update winit in wgpu example runner
* fix deny.toml example crate refs
* fix ci example name on maOS
* example-shader -> sky-shader in docs
* update sky shader image
* re-enable clippy and make it happy