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0af3fb3cb3
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.
35 lines
1.1 KiB
TOML
35 lines
1.1 KiB
TOML
[package]
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name = "vulkano-win"
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version = "0.34.0"
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edition = "2021"
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authors = [
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"Pierre Krieger <pierre.krieger1708@gmail.com>",
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"The vulkano contributors",
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]
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repository = "https://github.com/vulkano-rs/vulkano/tree/master/vulkano-win"
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description = "Link between vulkano and winit"
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license = "MIT OR Apache-2.0"
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documentation = "https://docs.rs/vulkano-win"
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homepage = "https://vulkano.rs"
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keywords = ["vulkan", "bindings", "graphics", "gpu", "rendering"]
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categories = ["rendering::graphics-api"]
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readme = "../README.md"
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[features]
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default = ["winit", "raw-window-handle"]
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raw-window-handle = ["dep:raw-window-handle"]
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raw-window-handle_ = ["dep:raw-window-handle"]
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winit = ["dep:winit"]
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winit_ = ["dep:winit"]
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# NOTE(Marc): The dependencies here are not workspace dependencies because vulkano-win is
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# deprecated and won't be receiving updates.
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[dependencies]
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raw-window-handle = { version = "0.5", optional = true }
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vulkano = { workspace = true }
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winit = { version = "0.28", optional = true }
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[target.'cfg(target_vendor = "apple")'.dependencies]
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raw-window-metal.workspace = true
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