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- improve handling of recursive / nested struct includes, adds ability to use structured push_constants and still calculate the correct number of 32bit consts, fix an issue where resource: was not correctly stripping the colon from the name, and therfore not including the resource in the generated source
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There are 2 code paths supported by pmfx, this is in an effort to keep up-to-date with modern graphics API's but also offer backward comptibility support to older graphics API's, mobile and web platforms.
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Compiled shaders and reflection information will be emitted to your chosen `-o` outout directory, Each `.pmfx` file will create a directory which it will compile shader binaries into. Shader compilation is minimised and reduced within single `.pmfx` files by sharing and re-using binaries which are identical across different shader permitations or stages.
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Descriptor layoutand Vertex layout can be automatically generated based on resource usage inside shaders, the whole pipeline is exported as `.json` along with the built shaders. Hashes for the various pieces of the render pipline states are stored so you can quickly check for pipelines that may need rebuilding as part of a hot reloading process.
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Pipeline layout, descriptor bindings and vertex layout can be automatically generated based on resource usage inside shaders, the whole pipeline is exported as `.json` along with the built shaders. Hashes for the various pieces of the render pipline states are stored so you can quickly check for pipelines that may need rebuilding as part of a hot reloading process.
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```json
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"imdraw_2d": {
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],
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"error_code": 0,
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"ps_hash:": 2326464525,
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"descriptor_layout": {
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"pipeline_layout": {
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"bindings": [],
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"push_constants": [
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{
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### Touch
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When building descriptor or vertex layouts, `pmfx` will detect which resources you are using, when debugging you may comment out or remove references to used resources and this may cause knock on issues with the associated slots and layouts you expect in your graphics engine. You can use the `pmfx_touch` macro to ensure that a reosurce type is included in a descriptor or vertex layout to avoid this issue without throwing a warning.
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When building pipeline, descriptor or vertex layouts, `pmfx` will detect which resources you are using, when debugging you may comment out or remove references to used resources and this may cause knock on issues with the associated slots and layouts you expect in your graphics engine. You can use the `pmfx_touch` macro to ensure that a reosurce type is included in a particular layout to avoid this issue without throwing a warning.
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