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Custom Materials with Atomic Counter #7030

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DasLixou opened this issue Dec 25, 2022 · 3 comments
Closed

Custom Materials with Atomic Counter #7030

DasLixou opened this issue Dec 25, 2022 · 3 comments
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A-Reflection Runtime information about types A-Rendering Drawing game state to the screen C-Feature A new feature, making something new possible

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@DasLixou
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What problem does this solve or what need does it fill?

After #6988 I've questioned myself if it would be also possible to make custom materials use atomic counter for their AsBindGroup, instead of TypeUUID.

What solution would you like?

Make the AsBindGroup derive also increasing the atomic counter, so that lines like

#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
don't need to exist anymore.

@DasLixou DasLixou added C-Feature A new feature, making something new possible S-Needs-Triage This issue needs to be labelled labels Dec 25, 2022
@james7132
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james7132 commented Dec 25, 2022

That line is for the TypeUuid derive. It's required to support using it as an asset. The use case is entirely different and definitely needs a stable independent unique ID that is the same across compilations and executions of the same binary. I don't think we can get rid of that without the stable type name as a replacement for TypeUuid.

@james7132 james7132 added A-Reflection Runtime information about types A-Rendering Drawing game state to the screen and removed S-Needs-Triage This issue needs to be labelled labels Dec 26, 2022
@DasLixou
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Oh I See.. should this be closed?

@james7132
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Probably should. I don't think this issue is actionable. Feel free to reopen if there is something tangible we could do to improve our use of UUIDs here.

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Labels
A-Reflection Runtime information about types A-Rendering Drawing game state to the screen C-Feature A new feature, making something new possible
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