From 7bdfde7e8077edffa7bff52d1cc8f60692d7c4e6 Mon Sep 17 00:00:00 2001 From: Pierre Krieger Date: Thu, 28 Apr 2016 16:39:54 +0200 Subject: [PATCH] TROUBLE clarified --- TROUBLES.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/TROUBLES.md b/TROUBLES.md index a630d5ce..16660a70 100644 --- a/TROUBLES.md +++ b/TROUBLES.md @@ -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`, where `struct Foo { a: i32 }`, into a `BufferSlice` pointing to the `a` variable. + a `BufferSlice` (equivalent of a virtual `&Foo`), where `struct Foo { a: i32 }`, into a `BufferSlice` (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