#spirv
Writing a 𝘚𝘤𝘢𝘯𝘭𝘪𝘯𝘦 𝘚𝘩𝘢𝘥𝘦𝘳 before hitting the sack :D
#GameDev #EngineHobby #SoloDev #Vulkan #CPP #SpirV
March 27, 2025 at 5:39 PM
Stuff like this is why I'm so excited about Zig :D (screenshot blatantly stolen from the spirv-backend channel on the Zig Discord)
discord.com/channels/605...
November 13, 2024 at 9:34 AM
My company name and domain is now immortalised in the SPIR-V xml, got id 45 for my SPIRV generator
October 17, 2024 at 6:29 AM
Attaching this screenshot of a game engine's third-party dependencies. Engines are complex as hell. How far are you willing to go to *consistently* avoid all code/assets that AI has "touched"? Find a method that goes beyond following the latest Bsky news.
June 22, 2026 at 5:23 AM
I should write a compiler that targets spirv (I have no free time and plenty of unfinished projects, but surely this will be ok)
September 1, 2025 at 3:53 AM
SPIR-V 1.6 Revision 7 has been released.

See change log: registry.khronos.org/SPIR-V/specs...
#SPIRV #vulkan #GPUProgramming #GPU #GraphicsProgramming
SPIR-V Specification
registry.khronos.org
March 12, 2026 at 6:30 PM
turns out spirv-cross finally has mesh shader support for metal!! merged in late October last year.
February 21, 2025 at 5:56 PM
Also planning to add GLSL + SPIRV shader support to our Media Integration Layer implementation.
February 28, 2025 at 1:35 PM
Working on a D3D12 app for studying implementations of upscalers, AA, frame gen, presentation models, or anything else that can affect image clarity. Got a bit side tracked with adding a shadertoy input mode (GLSL -> SPIRV -> DXIL cross-compile chain). Will also add an OpenUSD viewer.
December 24, 2024 at 7:41 PM
eyeing my slang -> spirv -> wgsl -> spirv -> ptx -> SASS toolchain nervously
December 3, 2024 at 4:48 AM
I still find Visual Studio a good editor for writing my shaders. It’s like coding in C# with all the bells and whistles of the editor features. No! I don't like dark mode😊

#GraphicsProgramming #GameDev #Vulkan
#HLSL to #SpirV
November 25, 2025 at 3:09 PM
My Fable project has been a compiler for HLSL's C-like subset, plus newer SPIRV features. SK's current compiler is glslang+spirv-opt based, and this new one is a 20x smaller binary, compiles 72x faster, compiles shaders 3x faster, and produces equivalent ISA.
July 7, 2026 at 10:59 PM
This is what I have been working on this afternoon. Vulkan/ C++ #homebrew #opensource #cplusplus #vulkan #raycasting #spirv #shaders #opencv
February 21, 2026 at 12:16 AM
Finally got this out the door. Used an LLM to assist with the SPIRV instrumentation.

github.com/ct-clmsn/vkmps

#vulkan #spirv #gpu #gpu_management
GitHub - ct-clmsn/vkmps: a Vulkan-based Multi-Process Service (MPS)
a Vulkan-based Multi-Process Service (MPS). Contribute to ct-clmsn/vkmps development by creating an account on GitHub.
github.com
May 26, 2026 at 11:22 PM
I think I want to redesign Open-World-Builder from scratch. My goals:

1.) Rebuild with SDL3 GPU functions.
2.) Allow custom lighting models via SPIRV shaders
3.) Incorporate JS scripting for plugins to add custom entity types, tool windows, etc.
December 28, 2024 at 6:52 AM
Last I checked, Molten could not consume MSL, so we take the Slang -> SPIR-V -> MolvenVK (spirv-cross -> MSL) path.

It was mostly about the binding model - Slang's explicit `ParameterBlock` construct is pretty handy for that without having to pre-declare explicit numerical bindings ahead of time.
May 14, 2026 at 8:43 AM
June 15, 2025 at 1:06 PM
We are excited to announce the Shading Language Symposium's conference program is now available!

Conference Program: www.khronos.org/events/shadi...
#shading #language #glsl #hlsl #osl #slang #spirv #wgsl #gpu #programming
November 11, 2025 at 3:44 PM
so fun fact, slang doesn't *strictly* support opengl-flavour GLSL, so I now have an extra layer where i take slang spirv and pass it through spirv-cross to remap bindings and generate opengl compatible glsl lol

honestly been really fun writing a full on graphics library though!
February 20, 2026 at 11:27 AM
furthermore wined3d with gl backend now drops me to 2 FPS (known issue)

using the vulkan backend instead means that some tessellation features are missing (TODO in dxbc to spirv translation, also known issue) and that qrenderdoc.exe shows depth buffers with artifacts
August 23, 2025 at 11:04 PM
Well it took a bit longer to sort out that last issue, but we have a working MSL backend for XenosRecomp!

All 1,368 shaders in Unleashed now successfully compile to DXIL, SPIRV, and Metal AIR.

One step closer to Unleashed running natively on Metal 🎉
March 26, 2025 at 12:28 AM
@sodiboo@gaysex.cloud llvm is intended more for optimizations than for transmission (afaik llvm doesnt have a stable representation thats consistent across releases), while spirv is intended more for transmission than optimization (well you can do optimizations directly on spirv, but most […]
Original post on booping.synth.download
booping.synth.download
August 19, 2026 at 12:04 AM
Yeah I’m punting on the shader compiler and just taking SPIRV, make that somebody else’s problem.
June 9, 2025 at 7:13 PM