@@ -226,6 +226,41 @@ _Discussions:
226
226
[ @sebcrozet ] : https://github.com/sebcrozet/
227
227
[ nphysics ] : https://nphysics.org
228
228
229
+ ### [ SPIR-Q] v0.4.6
230
+
231
+ [ SPIR-Q] is a light-weight shader reflection library, which allows you to query
232
+ the types, offsets, sizes and even names in your shaders procedurally.
233
+
234
+ This month v0.4.2..v0.4.6 versions were released.
235
+ Some of the updates:
236
+
237
+ - Specialization constants enumeration.
238
+ - Dynamically sized multi-binding support.
239
+ - Improved entrypoint debug printing.
240
+ - Better manifest merging method for pipeline construction.
241
+ - Bugfixes and various small API improvments.
242
+
243
+ _ Discussions: [ /r/rust_gamedev] [ spirq-discussion ] _
244
+
245
+ [ SPIR-Q ] : https://github.com/PENGUINLIONG/spirq-rs
246
+ [ spirq-discussion ] : https://reddit.com/r/rust_gamedev/comments/i6hxh6/spirq_042
247
+
248
+ ### [ Inline SPIR-V]
249
+
250
+ ![ inline-spirv] ( inline-spirv-demo.png )
251
+
252
+ [ Inline SPIR-V] is a single-crate build-time shader compilation library based on
253
+ shaderc which provides procedural macros to help you translate shader sources,
254
+ in either GLSL or HLSL, inline or from-file, into SPIR-Vs and embed the SPIR-Vs
255
+ right inside your code as ` u32 ` slices. Despite basic shader compilation,
256
+ ` inline-spirv ` also support ` #include ` directives, macro substitution,
257
+ post-compile optimization, as well as descriptor auto-binding.
258
+
259
+ _ Discussions: [ /r/rust_gamedev] [ inline-spirv-discussion ] _
260
+
261
+ [ Inline SPIR-V ] : https://github.com/PENGUINLIONG/inline-spirv-rs
262
+ [ inline-spirv-discussion ] : https://reddit.com/r/rust_gamedev/comments/ic1005/inline_spirv
263
+
229
264
### [ Egui]
230
265
231
266
[ Egui] is a highly portable immediate mode GUI library in pure Rust.
0 commit comments