{"action":"opened","issue":{"url":"https://api.github.com/repos/gfx-rs/gfx/issues/996","repository_url":"https://api.github.com/repos/gfx-rs/gfx","labels_url":"https://api.github.com/repos/gfx-rs/gfx/issues/996/labels{/name}","comments_url":"https://api.github.com/repos/gfx-rs/gfx/issues/996/comments","events_url":"https://api.github.com/repos/gfx-rs/gfx/issues/996/events","html_url":"https://github.com/gfx-rs/gfx/issues/996","id":163770366,"number":996,"title":"Build HLSL shaders from build.rs","user":{"login":"rpjohnst","id":161677,"avatar_url":"https://avatars.githubusercontent.com/u/161677?v=3","gravatar_id":"","url":"https://api.github.com/users/rpjohnst","html_url":"https://github.com/rpjohnst","followers_url":"https://api.github.com/users/rpjohnst/followers","following_url":"https://api.github.com/users/rpjohnst/following{/other_user}","gists_url":"https://api.github.com/users/rpjohnst/gists{/gist_id}","starred_url":"https://api.github.com/users/rpjohnst/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/rpjohnst/subscriptions","organizations_url":"https://api.github.com/users/rpjohnst/orgs","repos_url":"https://api.github.com/users/rpjohnst/repos","events_url":"https://api.github.com/users/rpjohnst/events{/privacy}","received_events_url":"https://api.github.com/users/rpjohnst/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":0,"created_at":"2016-07-05T04:36:54Z","updated_at":"2016-07-05T04:36:54Z","closed_at":null,"body":"It's pretty easy for shader binaries to get out of date (for example, [this commit](https://github.com/gfx-rs/gfx/commit/70cdeadb6b821dbc4c019414d54280b54acfe5cd) changed the cube example shader in passing but neglected to include updated binaries). It's not too difficult to build them using `d3dcompiler` instead of `fxc`, perhaps the dx11 backend could include some support for that?\r\n\r\nIt could be done from `build.rs` with an extra library and/or with a procedural macro to replace `include_bytes!`, perhaps as part of a cross-API shader solution. I can submit a PR if this sounds like a good idea."}}
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