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Currently you are able to write structs inside of the shader! macro but these can't be used as part of the parameter type. Currently you can bind each field of a struct separately as a hack but custom structs are a very common pattern that would be nice to have. It may also be the case that these structs need to be defined in rust as an allowed subset of rust structs and then converted into the glsl version. It isn't clear yet how we should handle bind operations which need to handle converting the struct to bytes, determine the size of the buffer needed, and do type checking.