# \#spir-v

**URL:** https://ziggit.dev/tag/spir-v/138.md

[Latest](https://ziggit.dev/latest.md) · [Categories](https://ziggit.dev/categories.md) · [Tags](https://ziggit.dev/tags.md)

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## [How to sample a texture with SPIR-V?](https://ziggit.dev/t/how-to-sample-a-texture-with-spir-v/16786)

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**Author:** [@avalyn0x45](https://ziggit.dev/u/avalyn0x45)\
**Replies:** 1\
**Last updated:** [July 19, 2026, 6:38am UTC](https://ziggit.dev/t/how-to-sample-a-texture-with-spir-v/16786 "2026-07-19T06:38:10Z")

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There doesn’t seem to be an exposed instrinsic or std.spirv function analogous to GLSL’s texture(), and the documentation for the OpImageSample instructions in SPIR-V seems to be lacking. How can this be done in Zig?

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## [Representing GPU device pointers on the CPU host side](https://ziggit.dev/t/representing-gpu-device-pointers-on-the-cpu-host-side/16746)

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**Author:** [@johan\_alley](https://ziggit.dev/u/johan_alley)\
**Replies:** 6\
**Last updated:** [July 17, 2026, 2:00pm UTC](https://ziggit.dev/t/representing-gpu-device-pointers-on-the-cpu-host-side/16746 "2026-07-17T14:00:06Z")

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I’m making an abstraction over Vulkan based on No Graphics API and I’ve been debating how to represent gpu side pointers on cpu, here’s a small snippet of what it looks like right now in my user code so you get the idea: …

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## [SPIR-V Backend Progress Devlog](https://ziggit.dev/t/spir-v-backend-progress-devlog/16351)

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**Author:** [@andrewrk](https://ziggit.dev/u/andrewrk)\
**Replies:** 30\
**Last updated:** [July 15, 2026, 11:13pm UTC](https://ziggit.dev/t/spir-v-backend-progress-devlog/16351 "2026-07-15T23:13:19Z")

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Congrats to @ali for his first devlog entry!

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## [Use of specialization constants in zig shaders](https://ziggit.dev/t/use-of-specialization-constants-in-zig-shaders/16578)

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**Author:** [@avalyn0x45](https://ziggit.dev/u/avalyn0x45)\
**Replies:** 1\
**Last updated:** [July 8, 2026, 12:05pm UTC](https://ziggit.dev/t/use-of-specialization-constants-in-zig-shaders/16578 "2026-07-08T12:05:56Z")

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I need to be able to use specialization constants in my zig shader, and am currently unable to figure out how to do so. glsl I am trying to replicate: layout(constant\_id = 0) const uint spec\_const = 0;

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## [How to embed compiled SPIR-V into program using build system?](https://ziggit.dev/t/how-to-embed-compiled-spir-v-into-program-using-build-system/16539)

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**Author:** [@avalyn0x45](https://ziggit.dev/u/avalyn0x45)\
**Replies:** 8\
**Last updated:** [July 6, 2026, 12:18am UTC](https://ziggit.dev/t/how-to-embed-compiled-spir-v-into-program-using-build-system/16539 "2026-07-06T00:18:19Z")

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I cannot figure out how to work around the build system to do this. All i need is to just access the compiled spir-v binary through an import.
