crabslab 0.1.3

Slab allocator focused on GPU compute (rust-gpu)
Documentation
<div style="float: right; padding: 1em;">
    <img src="https://github.com/schell/crabslab/blob/main/crates/crabslab/crabslab.png?raw=true" alt="slabcraft for crabs" width="256" />
</div>

## What

`crabslab` is a slab implementation focused on marshalling data between CPUs and GPUs.

[See the example below](#example).

## But Why?
It's hard to get data onto GPUs in the form you expect.

To marshall your data correctly you must know about the alignment and sizes of the underlying representation of your data.
This will often surprise you!

Working with a slab on the other hand, only requires that your types can be written into an array and read from an array.

### Opinion
Working with _shaders_ is much easier using a slab.

Shader code can be written in Rust with [`rust-gpu`](https://github.com/EmbarkStudios/rust-gpu),
which will enable you to use this crate on both CPU and GPU code.

### rust-gpu
This crate was made to work with [`rust-gpu`](https://github.com/EmbarkStudios/rust-gpu/).
Specifically, with this crate it is possible to pack your types into a buffer on the CPU
and then read your types from the slab on the GPU (in Rust).

### Other no-std platforms
Even though this crate was written with `rust-gpu` in mind, it should work in other `no-std`
contexts.

## And How
`crabslab` includes:
* a few traits:
  - `Slab`
  - `GrowableSlab`
  - `SlabItem`
* a derive macro for `SlabItem` for your structs
* a few new structs for working with slabs
  - `Id`
  - `Array`
  - `Offset`
* a helper struct `CpuSlab` which wraps `Vec<u32>` or `WgpuBuffer`
* a feature-gated helper for using slabs with `wgpu` - `WgpuBuffer`
  - [example]https://github.com/schell/crabslab/blob/main/crates/crabslab/src/wgpu_slab.rs#L356

# Example
```rust
use crabslab::{CpuSlab, Slab, GrowableSlab, SlabItem, Id};
use glam::{Vec3, Vec4};

#[derive(Debug, Default, SlabItem, PartialEq)]
struct Light {
    direction: Vec3,
    color: Vec4,
    inner_cutoff: f32,
    outer_cutoff: f32,
    is_on: bool
}

impl Light {
    fn standard() -> Self {
        Light {
            direction: Vec3::NEG_Z, // pointing down
            color: Vec4::ONE, // white
            inner_cutoff: 0.5,
            outer_cutoff: 2.6,
            is_on: true
        }
    }
}

fn cpu_code() -> (Id<Light>, Vec<u32>) {
    // Create a new slab on the CPU-side.
    // NOTE: For simplicity here we use `Vec<u32>` but if we were using `wgpu`
    // we could use `crabslab::WgpuBuffer` instead of `Vec<u32>`.
    // The API is the same.
    let light = Light::standard();
    let mut slab = CpuSlab::new(vec![]);
    let id = slab.append(&light);
    (id, slab.into_inner())
}

fn shader_code(light_id: Id<Light>, slab: &[u32]) {
    let light = slab.read(light_id);
    assert_eq!(Light::standard(), light);
}

let (light_id, slab) = cpu_code();
// marshalling your data depends on which GPU library you are using...
shader_code(light_id, &slab);
```