bevy-rust-gpu
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Bevy plugin for hot-building and hot-reloading rust-gpu shaders.
cloned over other crate for ease of development; only changes are in its lib.rs (added Reflect, replaced BTreeMap for bevy::prelude::HashMap which works with Reflect) and Cargo.toml (changed bevy version number)...
Can't use this with the latest version because it automatically pulls in `0.10` dependency and overrides my game crate. https://github.com/Bevy-Rust-GPU/bevy-rust-gpu/pull/21
Need to put together an example for a compute pipeline. In theory this should be as simple as replicating one of bevy's examples, since compute pipelines are low-level and lack...
`RustGpu` relies on the shader definitions passed into `Material::specialize` in order to assign the appropriate entrypoints to `VertexState` and `FragmentState`. However, `NO_TEXTURE_ARRAYS_SUPPORT`, `SIXTEEN_BYTE_ALIGNMENT` and `AVAILABLE_STORAGE_BUFFER_BINDINGS` are omitted, as `ShaderCache` injects...
Some valid `rust-gpu` code - such as the idiomatic `for i in 0..10` loop sytax, or reading from a depth texture - is not yet supported by naga, or is...
As `rust-gpu` doesn't support access specifiers for storage buffers, bevy panics with the following error when trying to load a shader that accesses its lighting data: ``` ERROR wgpu::backend::direct: Handling...
Currently, `AssetServer` gives up on loading an asset if it doesn't exist when `load` is called. Thus, hot-reloading will fail for `.spv` files that don't exist at boot time. This...
If an active shader entrypoint is removed during runtime, PipelineCache attempts to use out-of-date shader information and panics. This doesn't occur if the affected shader asset is removed before the...