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Newsletter 13: SPIR-Q and Inline SPIR-V #248

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32 changes: 32 additions & 0 deletions content/posts/newsletter-013/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -66,6 +66,38 @@ If needed, a section can be split into subsections with a "------" delimiter.

## Library & Tooling Updates

### [SPIR-Q]

[SPIR-Q] is a light-weight shader reflection library, which allows you to query
the types, offsets, sizes and even names in your shaders procedurally. SPIR-Q
supports not only descriptor bindings, input/output variables, but also push
constants and specialization constants; not only uniform buffers but also
dynamically-sized storage buffers, textures, separable samplers and even storage
images with component format detail. The latest version of SPIR-Q (v0.4.6) is in
conformance with the specification of SPIR-V 1.5, supporting all shader stages
accepted by the latest core profile of the Vulkan API, Vulkan 1.2.

*Discussions: [/r/rust_gamedev][spirq-discussion]*

[SPIR-Q]: https://github.com/PENGUINLIONG/spirq-rs
[spirq-discussion]: https://www.reddit.com/r/rust_gamedev/comments/i6hxh6/spirq_042_is_now_released/

### [Inline SPIR-V]

![inline-spirv](inline-spirv-demo.png)

[Inline SPIR-V] is a single-crate build-time shader compilation library based on
shaderc which provides procedural macros to help you translate shader sources,
in either GLSL or HLSL, inline or from-file, into SPIR-Vs and embed the SPIR-Vs
right inside your code as `u32` slices. Despite basic shader compilation,
`inline-spirv` also support `#include` directives, macro substitution,
post-compile optimization, as well as descriptor auto-binding.

*Discussions: [/r/rust_gamedev][inline-spirv-discussion]*

[Inline SPIR-V]: https://github.com/PENGUINLIONG/inline-spirv-rs
[inline-spirv-discussion]: https://www.reddit.com/r/rust_gamedev/comments/ic1005/inline_spirv_compile_and_embed_spirv_right_from/

## Popular Workgroup Issues in Github

## Meeting Minutes
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