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* Accept `#[rust_gpu::spirv()]` attributes rather than `#[spirv()]` in backend * Implemented `#[spirv(..)]` proc macro attribute for all platforms that conditionally translates to `#[rust_gpu::spirv()]` based on platform * Changed `SpirvBuilder` to always apply `register_tool(rust_gpu)` attribute to shader crates * Updated docs * Added changelog
13 lines
173 B
Rust
13 lines
173 B
Rust
// build-pass
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use spirv_std::spirv;
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#[spirv(fragment)]
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pub fn main(#[spirv(flat)] i: i32) {
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while i < 20 {
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while i < 10 {
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break;
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}
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}
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}
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