Use include_bytes! in shader! for automatic recompilation #1523
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
This PR makes use of
std::include_bytes
to automatically recompile path-loaded shaders when they change, as suggested in #890. The resulting variable is left unused, so the compiler is free to optimize it away.I confirmed that the shader bytes are only included in the binary if
debug = true
(with debug off andopt-level = 0
, the bytes are not present in the final binary). Given the small size of shader files, I assume including their source by default is reasonable. If we would rather not include it by default, I can add a flag to the shader! macro to control the functionality.I believe this should also close #1231 and #1349.