#spirv
running spirv-opt (optimizer) on the compiled shader regresses by up to 800μs in some cases.
November 11, 2026 at 2:10 PM
chipStar compiles CUDA and HIP kernels to SPIR-V and runs them through #OpenCL, so GPU code written for one vendor can run on AMD, Arm, Apple, Intel, NVIDIA, and RISC-V hardware. New Khronos blog post has HPC case studies from Argonne’s Aurora, ahead of SC26.

www.khronos.org/blog/chipsta...
#SPIRV
November 10, 2026 at 2:50 PM
Daily graphics update.
Test crowd scene now starts in 2.8s in Debug and 1.4s in Release if the shaders have been built before (SPIRV cached on disk using source, compiler version & settings as key + basic integrity check against file corruption).
Bistro takes 5.8s to start.
November 9, 2026 at 4:55 PM
still no fixes for the shader compiler emitting illegal instructions for turing in cyberpunk 77 2.5 :(

still gotta use spirv-opt/spirv-val
November 4, 2026 at 4:20 PM
Also I really need to integrate SPIRV-cross with the metal backend, so that I can stop using the hacky shenanigans I’m doing right now to just load metal shaders instead
October 30, 2026 at 8:40 PM
I use d3dcompiler.dylib from the Vulkan SDK to translate HLSL to SPIRV, then SPIRV-Cross to translate to Metal. I do some custom preprocessing in HLSL to generate SDL_GPU-friendly semantics and resource bindings.
October 31, 2026 at 3:44 AM
[PsyShiftX] Update

v0.0.3.1-cpp
- Fixed Vulkan regression for Unreal 5.8.3 that breaks SPIRV gen on SM6 with bindless. Thanks Epic, really wanted to debug your problems.

sapphirelabs.cloud | #indiedev
October 17, 2026 at 4:58 PM
To be specific, for some godforsaken reason the spirv bytecode needs to be passed to a struct via pointer to uint32_t, which is fucking wild as a decision lmao
presumably somewhere behind the interface it gets converted back to a char* anyways, so I can't understand why this is the case
October 15, 2026 at 1:43 AM
Finally added SPIRV-Reflect to my renderer...
October 12, 2026 at 2:56 PM
🎨 The SDSL shader compiler was rebuilt around SPIR-V:

• Faster compilation times
• Improved stability
• Better tessellation and compute support
• A base for new features, such as ray-tracing
October 9, 2026 at 1:54 PM
2/6

d/patchelf-0.19.2-x86_64-1.txz: Upgraded.
kde/kstars-3.8.5-x86_64-1.txz: Upgraded.
kde/libindi-2.2.5-x86_64-1.txz: Upgraded.
l/harfbuzz-14.5.1-x86_64-1.txz: Upgraded.
l/libsoup3-3.8.0-x86_64-1.txz: Upgraded.
l/spirv-llvm-translator-23.1.2-x86_64-1.txz: Upgraded.
October 2, 2026 at 2:01 AM
I figured out how I can disassemble compiled SPIR-V files with spirv-dis, and inspect the contents. That is cool already has proven to be very useful.
September 12, 2026 at 2:58 PM
eyeing my slang -> spirv -> wgsl -> spirv -> ptx -> SASS toolchain nervously
December 3, 2024 at 4:48 AM
Debugging multi-pass support at the moment, exposed an option to write the HLSL to disk with spirv-cross. We normally go straight from SPIR-V to DXIL for the cross compilation but it can be helpful to look at the intermediate HLSL to sort out some issues.
December 28, 2024 at 12:53 AM
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
SDL_shadercross: Bump SPIRV libraries to vulkan-sdk-1.4.350.0
SDL_shadercross: Bump SPIRV libraries to vulkan-sdk-1.4.350.0
github.com
May 30, 2026 at 4:47 AM
SDL_shadercross: Only reflect spirv for active variables (#205)
SDL_shadercross: Only reflect spirv for active variables (#205)
github.com
April 10, 2026 at 4:58 PM
SDL_shadercross: Add SDL_SHADERCROSS_PROP_HLSL_SKIP_SPIRV_ROUNDTRIP_BOOLEAN to opt out of SPIRV roundtrip (#204)
SDL_shadercross: Add SDL_SHADERCROSS_PROP_HLSL_SKIP_SPIRV_ROUNDTRIP_BOOLEAN to opt out of SPIRV roundtrip (#204)
github.com
April 6, 2026 at 11:44 PM
SDL_shadercross: Bump SPIRV-Headers and SPIRV-Tools
SDL_shadercross: Bump SPIRV-Headers and SPIRV-Tools
github.com
February 24, 2025 at 2:22 AM
SDL_shadercross: Enable SPIRV-Cross point size compat
SDL_shadercross: Enable SPIRV-Cross point size compat
github.com
January 30, 2025 at 6:13 AM
This is enough of a pain that I used to maintain a rust crate to assert that my struct layouts matched the shader compiler crates.io/crates/spirv...
crates.io: Rust Package Registry
crates.io
January 13, 2026 at 12:56 PM
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
These new terms apply only to the subset of codecs released in pre-compiled form as part of this integration. Enterprise and source code licenses remain unchanged.

This is made possible by recent changes I've been contributing to spirv-cross to add support for SPIR-V libraries […]
Original post on mastodon.gamedev.place
mastodon.gamedev.place
May 26, 2026 at 11:04 PM