2016-04-23 11:24:56 +00:00
|
|
|
[package]
|
|
|
|
name = "vulkano-win"
|
2023-10-24 16:54:46 +00:00
|
|
|
version = "0.34.0"
|
2021-12-16 08:46:44 +00:00
|
|
|
edition = "2021"
|
Use raw-window-metal to get a CAMetalLayer from raw-window-handle (#2561)
The way `raw-window-metal` works is by creating a layer, and inserting
that as a sublayer, just like we did on iOS before. The bounds are then
kept in-sync with an observer, ensuring smooth resizing.
This also fixes compilation errors on iOS, and adds preliminary support
for tvOS.
The implementation now solely uses `VK_EXT_metal_surface`, which was
added in 2018, instead of `VK_MVK_ios_surface` / `VK_MVK_macos_surface`,
which are deprecated, and only available a year and a half earlier
anyhow.
Note that apart from the above, there is a slight behavioral change on
macOS: we no longer set `edgeAntialiasingMask` on the layer, as it's not
really required, and allows us to avoid depending on `objc2` directly.
It was introduced without motivation in 40e0b24, so I doubt anyone uses
it, and if they do, they can change it on the layer themselves.
2024-09-11 16:03:54 +00:00
|
|
|
authors = [
|
|
|
|
"Pierre Krieger <pierre.krieger1708@gmail.com>",
|
|
|
|
"The vulkano contributors",
|
|
|
|
]
|
2023-10-29 17:54:11 +00:00
|
|
|
repository = "https://github.com/vulkano-rs/vulkano/tree/master/vulkano-win"
|
2016-04-30 10:08:48 +00:00
|
|
|
description = "Link between vulkano and winit"
|
2023-08-18 11:36:49 +00:00
|
|
|
license = "MIT OR Apache-2.0"
|
2023-10-29 17:54:11 +00:00
|
|
|
documentation = "https://docs.rs/vulkano-win"
|
2018-11-08 02:19:42 +00:00
|
|
|
homepage = "https://vulkano.rs"
|
|
|
|
keywords = ["vulkan", "bindings", "graphics", "gpu", "rendering"]
|
2017-01-31 08:59:07 +00:00
|
|
|
categories = ["rendering::graphics-api"]
|
2023-10-29 17:54:11 +00:00
|
|
|
readme = "../README.md"
|
2016-04-23 11:24:56 +00:00
|
|
|
|
2020-06-09 08:23:22 +00:00
|
|
|
[features]
|
2023-03-25 11:56:36 +00:00
|
|
|
default = ["winit", "raw-window-handle"]
|
|
|
|
raw-window-handle = ["dep:raw-window-handle"]
|
|
|
|
raw-window-handle_ = ["dep:raw-window-handle"]
|
Use raw-window-metal to get a CAMetalLayer from raw-window-handle (#2561)
The way `raw-window-metal` works is by creating a layer, and inserting
that as a sublayer, just like we did on iOS before. The bounds are then
kept in-sync with an observer, ensuring smooth resizing.
This also fixes compilation errors on iOS, and adds preliminary support
for tvOS.
The implementation now solely uses `VK_EXT_metal_surface`, which was
added in 2018, instead of `VK_MVK_ios_surface` / `VK_MVK_macos_surface`,
which are deprecated, and only available a year and a half earlier
anyhow.
Note that apart from the above, there is a slight behavioral change on
macOS: we no longer set `edgeAntialiasingMask` on the layer, as it's not
really required, and allows us to avoid depending on `objc2` directly.
It was introduced without motivation in 40e0b24, so I doubt anyone uses
it, and if they do, they can change it on the layer themselves.
2024-09-11 16:03:54 +00:00
|
|
|
winit = ["dep:winit"]
|
|
|
|
winit_ = ["dep:winit"]
|
2020-06-09 08:23:22 +00:00
|
|
|
|
2023-10-30 03:42:00 +00:00
|
|
|
# NOTE(Marc): The dependencies here are not workspace dependencies because vulkano-win is
|
|
|
|
# deprecated and won't be receiving updates.
|
|
|
|
|
2016-04-23 11:24:56 +00:00
|
|
|
[dependencies]
|
2022-08-11 07:49:29 +00:00
|
|
|
raw-window-handle = { version = "0.5", optional = true }
|
2023-10-30 03:42:00 +00:00
|
|
|
vulkano = { workspace = true }
|
2023-03-06 02:12:17 +00:00
|
|
|
winit = { version = "0.28", optional = true }
|
2017-05-26 18:26:05 +00:00
|
|
|
|
Use raw-window-metal to get a CAMetalLayer from raw-window-handle (#2561)
The way `raw-window-metal` works is by creating a layer, and inserting
that as a sublayer, just like we did on iOS before. The bounds are then
kept in-sync with an observer, ensuring smooth resizing.
This also fixes compilation errors on iOS, and adds preliminary support
for tvOS.
The implementation now solely uses `VK_EXT_metal_surface`, which was
added in 2018, instead of `VK_MVK_ios_surface` / `VK_MVK_macos_surface`,
which are deprecated, and only available a year and a half earlier
anyhow.
Note that apart from the above, there is a slight behavioral change on
macOS: we no longer set `edgeAntialiasingMask` on the layer, as it's not
really required, and allows us to avoid depending on `objc2` directly.
It was introduced without motivation in 40e0b24, so I doubt anyone uses
it, and if they do, they can change it on the layer themselves.
2024-09-11 16:03:54 +00:00
|
|
|
[target.'cfg(target_vendor = "apple")'.dependencies]
|
|
|
|
raw-window-metal.workspace = true
|