wrote enough of a spir-v parser to parse the shader blobs in the sdl3 gpu cube example. am I insane?
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my perhaps foolish dream here is to have enough of a spir-v toolchain in scheme that I can assemble my own shaders. the spec is massive but ignoring extensions and focusing only on vertex/fragment shaders should help scope things down a lot.
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kinda neat for not a ton of effort so far:
https://gist.github.com/davexunit/47ff5be24e69ec0c8d080f8dde49f820
need to write an assembler and see if it round trips.
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text/gemini