{"action":"created","issue":{"url":"https://api.github.com/repos/LunarG/LunarGLASS/issues/5","repository_url":"https://api.github.com/repos/LunarG/LunarGLASS","labels_url":"https://api.github.com/repos/LunarG/LunarGLASS/issues/5/labels{/name}","comments_url":"https://api.github.com/repos/LunarG/LunarGLASS/issues/5/comments","events_url":"https://api.github.com/repos/LunarG/LunarGLASS/issues/5/events","html_url":"https://github.com/LunarG/LunarGLASS/issues/5","id":134678574,"number":5,"title":"SPIR-V backend","user":{"login":"Corillian","id":1821719,"avatar_url":"https://avatars.githubusercontent.com/u/1821719?v=3","gravatar_id":"","url":"https://api.github.com/users/Corillian","html_url":"https://github.com/Corillian","followers_url":"https://api.github.com/users/Corillian/followers","following_url":"https://api.github.com/users/Corillian/following{/other_user}","gists_url":"https://api.github.com/users/Corillian/gists{/gist_id}","starred_url":"https://api.github.com/users/Corillian/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Corillian/subscriptions","organizations_url":"https://api.github.com/users/Corillian/orgs","repos_url":"https://api.github.com/users/Corillian/repos","events_url":"https://api.github.com/users/Corillian/events{/privacy}","received_events_url":"https://api.github.com/users/Corillian/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":7,"created_at":"2016-02-18T19:52:41Z","updated_at":"2016-04-09T02:03:48Z","closed_at":null,"body":"I haven't been able to find a way to PM @johnkslang nor any forums or anything where compiling to SPIR-V is being discussed so this is as much a question as an issue. As far as I can tell it looks like LunarGLASS doesn't provide a way to compile to SPIR-V and the only way to do so at the moment is through `glslang`. Going through the `glslang` source it doesn't look like it performs any sort of optimization which isn't entirely surprising given that it's a reference implementation.  My issue/question is whether or not a SPIR-V backend is planned for LunarGLASS? My interpretation of the LunarGLASS documentation is that it will be the full, production quality optimizing compiler for Vulkan however it looks like it's still very much a work in progress. I suppose I could run GLSL through LunarGLASS and then pipe the optimized output GLSL back through `glslang` in the interim?"},"comment":{"url":"https://api.github.com/repos/LunarG/LunarGLASS/issues/comments/207683122","html_url":"https://github.com/LunarG/LunarGLASS/issues/5#issuecomment-207683122","issue_url":"https://api.github.com/repos/LunarG/LunarGLASS/issues/5","id":207683122,"user":{"login":"CommanderAlchemy","id":3089330,"avatar_url":"https://avatars.githubusercontent.com/u/3089330?v=3","gravatar_id":"","url":"https://api.github.com/users/CommanderAlchemy","html_url":"https://github.com/CommanderAlchemy","followers_url":"https://api.github.com/users/CommanderAlchemy/followers","following_url":"https://api.github.com/users/CommanderAlchemy/following{/other_user}","gists_url":"https://api.github.com/users/CommanderAlchemy/gists{/gist_id}","starred_url":"https://api.github.com/users/CommanderAlchemy/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/CommanderAlchemy/subscriptions","organizations_url":"https://api.github.com/users/CommanderAlchemy/orgs","repos_url":"https://api.github.com/users/CommanderAlchemy/repos","events_url":"https://api.github.com/users/CommanderAlchemy/events{/privacy}","received_events_url":"https://api.github.com/users/CommanderAlchemy/received_events","type":"User","site_admin":false},"created_at":"2016-04-09T02:03:48Z","updated_at":"2016-04-09T02:03:48Z","body":"@Corillian Um their Vulkan renderer is quite underdeveloped to even try to compare it to D3D11 is to early. Check the notes that the devs themselves posted about their current status of the Vulkan renderer. It's not even using threads (something that their D3D11 path does) same goes for allot more featues that are missing since they just did a fast implementation."}}