TROUBLE clarified

This commit is contained in:
Pierre Krieger 2016-04-28 16:39:54 +02:00
parent 22a119932f
commit 7bdfde7e80

View File

@ -5,7 +5,8 @@
- No pointer-to-struct-member. When you request the GPU to perform an operation on some data, you have to give a pointer to the data that
must be manipulated. However regular Rust pointers can't be used, as the buffers are not necessarily in the memory accessible from your
program. Instead vulkano provides its own pointer-like struct named `BufferSlice`. The problem is that there is no way to safely convert
a `BufferSlice<Foo>`, where `struct Foo { a: i32 }`, into a `BufferSlice<i32>` pointing to the `a` variable.
a `BufferSlice<Foo>` (equivalent of a virtual `&Foo`), where `struct Foo { a: i32 }`, into a `BufferSlice<i32>` (equivalent of a virtual
`&i32`) pointing to the `a` member.
- Lack of plugins means that you have to use a build script to compile your shaders instead of inlining them directly where they are used.
In addition to this, lots of existing macros would be much simpler to implement with plugins. The code generated by macros is currently