Comments (1)
The long term plan is that distill will read shader files directly, although it’s unclear how that would work with the rust code generation. This can not be done right now because a distill import currently cannot look at multiple files when importing an asset, and shaders can #include other shaders.
At some point I’d like to have a common wrapper around all binary data identifying a type/version of a format. I don’t think it’s worth changing the format to something else right now. But this topic might come up again when I start looking at exporting binary data from blender and importing it with distill.
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Related Issues (20)
- Investigate replacing `fnv` with `rustc-hash` for hash maps
- Skip "deduplication" code in frame packet building logic when possible
- Questions About Project HOT 2
- Runtime API Selection HOT 2
- Confusing `rafx_visibility` and `rafx_framework::visiblity` exported as `rafx::visibility` HOT 3
- Tag The 0.0.13 Release HOT 1
- crash when rendering wireframe with vulkan backend
- Unresolved import `ash::version` HOT 3
- Panic: Unable to load create_debug_utils_messenger_ext HOT 7
- Webgpu support HOT 1
- Composite alpha flag and transparent window HOT 2
- Demo won't run, stuck on "blocked waiting for asset to resolve demo font handle" HOT 2
- crash when running demo in Linux HOT 15
- Make distill optional in the higher level crates, abstract asset handling. HOT 1
- New crate.io release HOT 4
- Add `rafx-dynamic` feature/crate for dynamic linking HOT 2
- Support for MoltenVK in Vulkan 1.3.x SDKs HOT 5
- Framework vulkan RenderGraph misses layout transition from attachment to present_khr if no renderpass callback is registered HOT 2
- Unsound implementation in `memory::{any_as_bytes, any_slice_as_bytes}` HOT 3
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