> The include_* macros are great for “packaging”. Being able to compile small assets directly into the binary and eschewing run time file loading is fantastic for a small game.
For C/C++/etc devs looking for something similar, BFD objcopy supports an "-I binary". It will emit an object file with _binary_objfile_start, _binary_objfile_end and _binary_objfile_size symbols.
But I have got to say that making it a language feature means that Rust is truly a batteries included language.
The problem with objcopy outside of unconvenient usage and naming is that naive objcopy will result in your binary having executable stack [1]. You can change a symbol name, but that's also unconvenient.
Check resulting binary with:
$ readelf -lW the_binary | grep GNU_STACK
GNU_STACK 0x000000 0x0000000000000000 0x0000000000000000 0x000000 0x000000 RWE 0x8
$
Notice: RWE instead RW.Also: https://wiki.gentoo.org/wiki/Hardened/GNU_stack_quickstart#H...
[0] https://github.com/graphitemaster/incbin
[1] https://news.ycombinator.com/item?id=10816322#10818085
EDIT:
My shell script - bin2o.sh:
#!/bin/sh
set -e
filename="$1"
name=$(echo "$1" | sed "s/[^A-Za-z0-9]/_/g")
obj="$2"
echo \
" .section .rodata
.global ${name}
.type ${name}, @object
.global ${name}_size
${name}:
.incbin \"${filename}\"
1:
${name}_size:
.int 1b - ${name}
.section .note.GNU-stack,\"\",%progbits
" | gcc -x assembler -c - -o "$obj"