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Include is cached despite changes #2

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JakubKoralewski opened this issue Jan 4, 2020 · 1 comment
Open

Include is cached despite changes #2

JakubKoralewski opened this issue Jan 4, 2020 · 1 comment

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@JakubKoralewski
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Awesome crate, exactly what I was looking for. Is it still maintained? If not, is there a different way I can compile shaders at Rust compilation time?

Anyway, in wgpu_rs I use this code:

let vs = include_glsl_vs!("src/shader.vert");
let vs_module =
device.create_shader_module(&wgpu::read_spirv(std::io::Cursor::new(&vs[..])).unwrap());

let fs = include_glsl_fs!("src/shader.frag");
let fs_module =
device.create_shader_module(&wgpu::read_spirv(std::io::Cursor::new(&fs[..])).unwrap());

But when I make changes to e.g. shader.frag I have to change the name of the imported file for it to throw an error and then change it back to the correct name for it to recompile the spir-v data. If I don't do this the Rust compilation is almost instant and is using the previous (before the change) data.

@cheako
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cheako commented Mar 30, 2020

Looks abandoned, but I use it in a number of projects. There is one commit ready to be pulled and I'm planning on adding Ray Tracing.
#3 (comment)

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