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Shader macro not recompiling on change #1349
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I recall some previous issues about this. But if you use the |
@WSeegers Surely this is a rust issue and not a vulkano one? As in it is up to the rust compiler and cargo to recompile the file at which point you shader gets recompiled. |
I think there is something that we can hint to the compiler but it might be only available in the build.rs
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…On May 11, 2020, 10:12 AM, at 10:12 AM, Sam Smith ***@***.***> wrote:
@WSeegers Surely this is a rust issue and not a vulkano one? As in it
is up to the rust compiler and cargo to recompile the file at which
point you shader gets recompiled.
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#1349 (comment)
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I'm not so sure. If the compilation has been done and none of the rust source code has changed then a cargo run will completely side-step the compilation stage and run the executable it compiled last time. Fixing this would involve loading and compiling the shaders at runtime. Which may be a feature that someone wants to implement, dynamic runtime spirv compilation. If it isn't already implemented upstream. |
cc rust-lang/rust#73921 and #890 |
I believe this is now fixed? |
Issue
When compiling shaders using the path.
The compilation seems to be cached and does not detect changes to the file. This results in shaders not being updated in subsequent runs.
The same is does not happen when using
src: "some glsl"
.The text was updated successfully, but these errors were encountered: