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Add and use a naga_oil macro to abstract over material texture sampling shader code #16737

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@alice-i-cecile

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@alice-i-cecile

Yeah, I'd love a macro in naga_oil. We could do a lot with macros, not just [meshlets/normal code paths]. For example, we could abstract over bindless/non-bindless declarations.

Originally posted by @pcwalton in #16644 (comment)

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    A-RenderingDrawing game state to the screenC-Code-QualityA section of code that is hard to understand or changeD-MacrosCode that generates Rust codeD-ModestA "normal" level of difficulty; suitable for simple features or challenging fixesS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!

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