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Figure out the best format to represent strings for names of uniform parameters, blocks, and attributes. #24
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From @csherratt:
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This is superseded by the current architecture and future implementation of #46. Strings are still stored on the heap, but will be accessed only for new draw calls, and the shortcuts are going to be cached for faster binding. |
Fix compilation with fresh build of rustc.
24: Actually begin render passes r=grovesNL a=kvark For now, we create the render pass and the frame buffer in place. Of course, we'd need to cache it properly, but this is blocked on W3C discussions on the API side. With this PR, the Rust example is able to create a texture and run a render pass on it, all without a single Vulkan validation error 🎉 Co-authored-by: Dzmitry Malyshau <dmalyshau@mozilla.com>
Here are the instances of names that we need to store:
These may need to be accessed at run-time for draw-call execution. Using
String
type will force the heap allocation (prevents static initialization of, to say,mesh::Attribute
) and involve a guaranteed data cache miss on access due to indirection.One of the possible solutions is to have fixed-size
u8
arrays:The text was updated successfully, but these errors were encountered: