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fuckwit c5718cc041 Remove Unsafe in macro.rs (#43)
* 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
2019-11-19 21:27:55 -08:00
.github Add sponsors button 2019-11-02 20:17:13 -07:00
examples Add minimal-sdl2 example (#48) 2019-11-19 19:58:21 -08:00
img Add minimal-sdl2 example (#48) 2019-11-19 19:58:21 -08:00
pixels-mocks Add explicit clippy deny all, and forbid unsafe code (where possible) (#38) 2019-11-06 21:16:25 -08:00
shaders Fix typo 2019-10-27 16:36:47 -07:00
simple-invaders Add explicit clippy deny all, and forbid unsafe code (where possible) (#38) 2019-11-06 21:16:25 -08:00
src Remove Unsafe in macro.rs (#43) 2019-11-19 21:27:55 -08:00
.gitignore Initial commit. 2019-09-25 23:07:30 -07:00
.travis.yml Hypothesis: Removing the Travis cache should make CI builds much faster (#41) 2019-11-06 22:07:07 -08:00
Cargo.lock Add minimal-sdl2 example (#48) 2019-11-19 19:58:21 -08:00
Cargo.toml Remove Unsafe in macro.rs (#43) 2019-11-19 21:27:55 -08:00
LICENSE Add license 2019-10-30 23:30:09 -07:00
README.md Add minimal example with winit (#45) 2019-11-09 23:32:37 -08:00

Build Status

Pixels Logo

A tiny hardware-accelerated pixel frame buffer. 🦀

But why?

Rapidly prototype a simple 2D game, pixel-based animations, software renderers, or an emulator for your favorite platform. Then add shaders to simulate a CRT or just to spice it up with some nice VFX.

pixels is more than just a library to push pixels to a screen, but less than a full framework. You're in charge of managing a window environment, event loop, and input handling.

Features

  • Built on modern graphics APIs powered by wgpu: DirectX 12, Vulkan, Metal, OpenGL.
  • Use your own custom shaders for special effects. (WIP)
  • Hardware accelerated scaling on perfect pixel boundaries.
  • Supports non-square pixel aspect ratios. (WIP)

Examples

Comparison with minifb

The minifb crate shares some similarities with pixels; it also allows rapid prototyping of 2D games and emulators. But it requires the use of its own window/GUI management, event loop, and input handling. One of the disadvantages with the minifb approach is the lack of hardware acceleration (except on macOS, which uses Metal but is not configurable). An advantage is that it relies on fewer dependencies.