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

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35 changes: 35 additions & 0 deletions content/posts/newsletter-013/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -226,6 +226,41 @@ _Discussions:
[@sebcrozet]: https://github.com/sebcrozet/
[nphysics]: https://nphysics.org

### [SPIR-Q] v0.4.6

[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.

This month v0.4.2..v0.4.6 versions were released.
Some of the updates:

- Specialization constants enumeration.
- Dynamically sized multi-binding support.
- Improved entrypoint debug printing.
- Better manifest merging method for pipeline construction.
- Bugfixes and various small API improvments.

_Discussions: [/r/rust_gamedev][spirq-discussion]_

[SPIR-Q]: https://github.com/PENGUINLIONG/spirq-rs
[spirq-discussion]: https://reddit.com/r/rust_gamedev/comments/i6hxh6/spirq_042

### [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://reddit.com/r/rust_gamedev/comments/ic1005/inline_spirv

### [Egui]

[Egui] is a highly portable immediate mode GUI library in pure Rust.
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