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 'teeth grinding' barely acceptable, but hey it works.
Just don't mess up your data order without the runtime array-checking. Which i haven'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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