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Newsletter 13: rpsirv-reflect
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content/posts/newsletter-013/index.md

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@@ -403,6 +403,32 @@ _Discussions: [/r/rust_gamedev][inline-spirv-discussion]_
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[Inline SPIR-V]: https://github.com/PENGUINLIONG/inline-spirv-rs
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[inline-spirv-discussion]: https://reddit.com/r/rust_gamedev/comments/ic1005/inline_spirv
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### [rspirv-reflect] v0.1
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![Traverse Research banner](traverse-research-banner.png)
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[Traverse Research] has created the [rspirv-reflect] library to replace
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their very basic use-case of the existing [spirv-reflect-rs] / [spirv-reflect]
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libraries that are already out there. The current iteration of `rspirv-reflect`
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is pretty minimal, but it allows you to extract the binding setup from a SPIR-V
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binary. `rspirv-reflect` supports the latest version of SPIR-V (version 1.5 as
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of writing) and it also supports all the new shader stages (both ray tracing
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and mesh/task shaders) as well as the existing ones.
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Traverse Research wanted to reduce their reliance on C and C++ unsafe
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libraries and at the same time they needed to support newer features that were
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slow to become available in the existing `spirv-reflect` library. The primary
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use-case for this library is in conjecture with the Rust wrapper around the
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DirectX Shader Compiler ([dxc]), called [hassle-rs] that Traverse Research
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also built.
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[Traverse Research]: https://traverseresearch.nl
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[rspirv-reflect]: https://github.com/Traverse-Research/rspirv-reflect
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[spirv-reflect]: https://github.com/KhronosGroup/SPIRV-Reflect
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[spirv-reflect-rs]: https://github.com/gwihlidal/spirv-reflect-rs
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[hassle-rs]: https://github.com/Traverse-Research/hassle-rs
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[dxc]: https://github.com/microsoft/DirectXShaderCompiler
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### [KAS] v0.5 and [KAS-text] v0.1
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![KAS text layout](kas-text-layout.png)
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