Pulling out, and plugging in a new shader compiler into makepad does make me aware how heavily the whole stack is built onto GPU accelerated drawing. Its really a compiler-thing paving the data path between the CPU and GPU.
Of course since the compile path of the GPU is runtime and the CPU one compiletime, this is & #39;teeth grinding& #39; barely acceptable, but hey it works.
Just don& #39;t mess up your data order without the runtime array-checking. Which i haven& #39;t actually added yet. But its not THAT hard. Just.. Not as typechecked as i want it to be.
I do have a form of runtime Rust types to assist here. Which atleast help fix doing the wrong things with the wrong types.
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