* Add `RequiresAllOf`, automatically enable required extensions and features
* Add more missing backticks and backslashes to error messages
* Use updated VUIDs that require `acceleration_structure`
* ValidationError-ify `Surface` and `Swapchain`
* Update vulkano/src/lib.rs
Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com>
* Update vulkano/src/lib.rs
Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com>
* Don't draw if the window has zero size
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Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com>
* Add `RequiresAllOf`, automatically enable required extensions and features
* Add more missing backticks and backslashes to error messages
* Use updated VUIDs that require `acceleration_structure`
* Fix `check_requirements`
* Cooperation go brr
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Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com>
* Add support for inline uniform blocks
* Make this match exhaustive so it triggers if new descriptor types are added in future
* Return RuntimeError from pool allocation
* Doc improvement
* Doc fix
* Apply fixes
* Reorganise render pass objects, add support for some extensions
* Handle stencil initial/final layout in the macro
* This was promoted to 1.2, not 1.1
* Doctests again...
* Missing docs
* Fix bad validation
* Convert Framebuffer to ValidationError while we're at it
* FramebufferCreateFlags
* Make render pass creation more like Vulkan again
* TODO for depth_resolve_mode and stencil_resolve_mode in the macro
* Depth/stencil resolve modes
* Missed validation
* Forgot some testing code...
* msaa-renderpass docs
* Doc fixes
* Add missing backslashes
* Updated #2208
This commit solves the problem of freezing when going fullscreen for MacOS.
It was caused because winit may behave unexpectedly when using
run_return. Winit crate generally discourages the use of that
(see: <https://docs.rs/winit/latest/winit/platform/run_return/trait.EventLoopExtRunReturn.html#tymethod.run_return>).
NOTE. This commit only solves the problem for `interactive_fractal`
binary, but not the `multi_window_game_of_life` binary.
* Some display servers (like X.org) are not redrawing for every frame.
* Fixed the same bug for example binary.
* Remove ControlFlow::Poll (it is the default anyway) in interactive_fractal
Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com>
* Remove ControlFlow::Poll (it is the default anyway) in multi_window_game_of_life
Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com>
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Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com>
* Add support for acceleration structures and ray queries
* Add support for acceleration structures and ray queries
* Add add_context helper method
* Remove Option from ValidationError::requires_one_of
* Update vulkano/src/command_buffer/commands/bind_push.rs
Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com>
* Use id counter, small clippy fixes elsewhere
* Use byte buffers for things with strides
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Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com>