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TROUBLE clarified
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- 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
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must be manipulated. However regular Rust pointers can't be used, as the buffers are not necessarily in the memory accessible from your
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program. Instead vulkano provides its own pointer-like struct named `BufferSlice`. The problem is that there is no way to safely convert
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a `BufferSlice<Foo>`, where `struct Foo { a: i32 }`, into a `BufferSlice<i32>` pointing to the `a` variable.
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a `BufferSlice<Foo>` (equivalent of a virtual `&Foo`), where `struct Foo { a: i32 }`, into a `BufferSlice<i32>` (equivalent of a virtual
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`&i32`) pointing to the `a` member.
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- 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.
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In addition to this, lots of existing macros would be much simpler to implement with plugins. The code generated by macros is currently
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