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Commit ff8fb07

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Newsletter 13: SPIR-Q and Inline SPIR-V (rust-gamedev#248)
* Newsletter 13: SPIR-Q and Inline SPIR-V * Newsletter 13: spirq, inline-spriv: Fmt tweaks * Newsletter 13: spir-q: Style tweaks Co-authored-by: Andrey Lesnikóv <ozkriff@gmail.com>
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‎content/posts/newsletter-013/index.md

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@@ -226,6 +226,41 @@ _Discussions:
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[@sebcrozet]: https://github.com/sebcrozet/
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[nphysics]: https://nphysics.org
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### [SPIR-Q] v0.4.6
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[SPIR-Q] is a light-weight shader reflection library, which allows you to query
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the types, offsets, sizes and even names in your shaders procedurally.
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This month v0.4.2..v0.4.6 versions were released.
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Some of the updates:
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- Specialization constants enumeration.
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- Dynamically sized multi-binding support.
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- Improved entrypoint debug printing.
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- Better manifest merging method for pipeline construction.
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- Bugfixes and various small API improvments.
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_Discussions: [/r/rust_gamedev][spirq-discussion]_
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[SPIR-Q]: https://github.com/PENGUINLIONG/spirq-rs
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[spirq-discussion]: https://reddit.com/r/rust_gamedev/comments/i6hxh6/spirq_042
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### [Inline SPIR-V]
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![inline-spirv](inline-spirv-demo.png)
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[Inline SPIR-V] is a single-crate build-time shader compilation library based on
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shaderc which provides procedural macros to help you translate shader sources,
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in either GLSL or HLSL, inline or from-file, into SPIR-Vs and embed the SPIR-Vs
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right inside your code as `u32` slices. Despite basic shader compilation,
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`inline-spirv` also support `#include` directives, macro substitution,
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post-compile optimization, as well as descriptor auto-binding.
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_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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### [Egui]
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[Egui] is a highly portable immediate mode GUI library in pure Rust.
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