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spencer-lunarg committed Oct 10, 2024
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[[ways-to-provide-spirv]]
= Ways to Provide SPIR-V

This chapter is designed for anyone who wants to write a tool to inspect, consume, edit, or anything else related the the SPIR-V modules passed into Vulkan.
This chapter is designed for anyone who wants to write a tool to inspect, consume, edit, or do anything related to the SPIR-V modules passed into Vulkan.

Over the years, more and more ways have been created to pass SPIR-V down to the driver and this chapter goes over them all

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pipeline_stage_ci.module = shader_module;
----

The most common issue for tools or drivers consuming there is still information missing at `vkCreateShaderModule` time
The most common issue for tools or drivers consuming `vkCreateShaderModule` is there is still information missing:

* For graphics pipeline, what are the descriptor set layouts bound
* What are the other shader stages that will be linked up to this `VkShaderModule`
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The `VK_EXT_graphics_pipeline_library` extension breaks up the pipeline into 4 smaller parts with the intent of allowing faster pipeline loading for applications reusing the same shaders or state in multiple pipelines.

From a tools point a view, you may see up too 5 different `vkCreateGraphicsPipelines` calls, but only 2 of them will have SPIR-V in it. The following is an example workflow:
From a tools point a view, you may see up to 5 different `vkCreateGraphicsPipelines` calls, but only 2 of them will have SPIR-V in it. The following is an example workflow:

[source,cpp]
----
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== Shader Objects

The `VK_EXT_shader_object` extension created a new complete flow to pass state information in the command buffer that doesn't involve pipelines. The following is the workflow to pass in the SPIR-V.
The `VK_EXT_shader_object` extension created a completely new flow to pass state information in the command buffer that doesn't involve pipelines. The following is the workflow to pass in the SPIR-V.


[source,cpp]
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