* Add builder methods for VSync and setting wgpu backends
* enable_vsync sets the VSync mode
* wgpu_backend sets the wgpu BackendBit struct
* Made RequestAdapterOptions use compatible_surface by default
* Internally store wgpu::PresentMode for enabling vsync
This doesn't expose the PresentMode for the external api, because
the variants of PresentMode aren't very obvious to people without
wgpu experience. Mailbox corresponds to VSync enabled, and
Immediate corresponds to VSync disabled.
* Move all examples to individual crates
* CI: Add libsdl2
* Use Ubuntu bionic for updated libsdl; 2.0.8
* Clippy
* libudev-dev is a dependency of libsdl2-dev
* Clippy
* Remove unnecessary dev-dependency
* `winit` is actually used in unit tests
* Fix a typo
* Move `simple-invaders` crate
* remove unsafe slice::from_raw_parts
this should be a way to remove the unsafe code in the Spirv Deref impl.
Not sure how it affects performance yet.
I will take a look at the bytecode and see if maybe the compiler is
smart enough to optimize that away.
* change renderers to accomodate new Deref
Let the deref return a `Vec<u32>` instead of a slice reference. This
should not hurt performance too much as this will be done a finite
amount of times att startup.
* replaced deref with normal impl
* fixed endianness, fixed offset + rustfmt
* bump version
* fixed clippy lints
* respect the target endianness
* use wgpu::read_spirv()
* remove an unneccessary allocation of a vec
* move borrow into macro
* Add a conways game of life example
* Rustfmt conway example
* Respond to review feedback (p_width/p_height)
* Use line_drawing instead of manual bresenham
* Optimize count_neibs
* Remove inline(never) leftover from when profiling
* Bring back wrapping behavior (without regressing perf)
* Fix missing bounds check
- This works because `wgpu` is a dependency for `pixels`
- But this example should be demonstrating how to ony depend on `pixels` ... And whatever windowing system and event-loop you might want.
* Refactor window creation and size handling
* Require pixel aspect ratio to be > 0
* Fix screen scaling when window is resized
- Ensure the screen retains its correct pixel aspect ratio
- Updated public API on `RenderPass` ... this will continue to be unstable until the initial release
- Add build instructions for the internal shaders