From f2f8a3b327fa3caffe79829eb7430253708fa8bf Mon Sep 17 00:00:00 2001 From: Robin Voetter Date: Wed, 4 Sep 2024 23:55:02 +0200 Subject: [PATCH] mention shader_compiler in the readme --- README.md | 3 +++ 1 file changed, 3 insertions(+) diff --git a/README.md b/README.md index bfed71e..7bddb3a 100644 --- a/README.md +++ b/README.md @@ -359,6 +359,8 @@ const vert_spv align(@alignOf(u32)) = @embedFile("vertex_shader").*; See [examples/build.zig](examples/build.zig) for a working example. +For more advanced shader compiler usage, one may consider a library such as [shader_compiler](https://github.com/Games-by-Mason/shader_compiler). + ## Limitations * vulkan-zig has as of yet no functionality for selecting feature levels and extensions when generating bindings. This is because when an extension is promoted to Vulkan core, its fields and commands are renamed to lose the extensions author tag (for example, VkSemaphoreWaitFlagsKHR was renamed to VkSemaphoreWaitFlags when it was promoted from an extension to Vulkan 1.2 core). This leads to inconsistencies when only items from up to a certain feature level is included, as these promoted items then need to re-gain a tag. @@ -369,3 +371,4 @@ See [examples/build.zig](examples/build.zig) for a working example. * Alternative binding generator: https://github.com/SpexGuy/Zig-Vulkan-Headers * Zig bindings for GLFW: https://github.com/hexops/mach-glfw * With vulkan-zig integration example: https://github.com/hexops/mach-glfw-vulkan-example +* Advanced shader compilation: https://github.com/Games-by-Mason/shader_compiler