Crates.io | gfx_shader_watch |
lib.rs | gfx_shader_watch |
version | 0.6.3 |
source | src |
created_at | 2017-05-30 12:19:11.432342 |
updated_at | 2024-11-01 09:20:08.029838 |
description | GFX Utility for watching shaders and reloading pipeline state on the fly |
homepage | |
repository | https://github.com/alexheretic/gfx-shader-watch |
max_upload_size | |
id | 16894 |
size | 94,593 |
Tool for gfx-rs providing a PsoCell container that:
Watching and auto-loading shader file changes allows faster development of shader code without full program restarts or re-compiles. However, when releasing a final binary it is more convenient to simply include the shader code in source. Naturally this library can automatically act the desired way.
There are two PsoCell variants SimplePsoCell
& WatcherPsoCell
, the former simply builds it's PipelineState once and
provides access. The latter refers to a shader source file that it will monitor, when changed it will reload it's
PipelineState on next access. To facilitate using SimplePsoCell
in release mode, and WatcherPsoCell
in debug mode
the debug_watcher_pso_cell!
& debug_watcher_pso_cell_type!
macros are available.
Code example:
#[macro_use] extern crate gfx;
#[macro_use] extern crate gfx_shader_watch;
use gfx_shader_watch::*;
use gfx::Primitive;
use gfx::state::Rasterizer;
pub fn main() {
// {code to setup window / gfx factory etc }
// Container has SimplePsoCell or WatcherPsoCell type, depending on compile mode
// if you need to refer to the type, use the `debug_watcher_pso_cell_type!` macro
let mut pso_cell = debug_watcher_pso_cell!(
pipe = mypipeline,
vertex_shader = "shader/vert.glsl",
fragment_shader = "shader/frag.glsl",
factory = factory,
primitive = Primitive::TriangleList,
raterizer = Rasterizer::new_fill()).expect("psocell");
let mut running = true;
while running {
// ...
encoder.draw(&slice, pso_cell.pso(), &data);
// ...
}
}
Try running cargo run --example watch-shaders
you should see a white triangle. Now open examples/shader/frag.glsl
and modify it (ie change gl_FragColor = white;
-> gl_FragColor = red;
). You'll see the triangle shaded with the new code without the program reloading.
This crate is maintained with latest stable rust.