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Spirv passthrough main (adopted, part deux) (#15352)
**Note:** This is an adoption of @Shfty 's adoption (#8131) of #3996! All I've done is updated the branch and run the docs CI. > **Note:** This is an adoption of #3996, originally authored by @molikto > > # Objective > Allow use of `wgpu::Features::SPIRV_SHADER_PASSTHROUGH` and the corresponding `wgpu::Device::create_shader_module_spirv` for SPIR-V shader assets. > > This enables use-cases where naga is not sufficient to load a given (valid) SPIR-V module, i.e. cases where naga lacks support for a given SPIR-V feature employed by a third-party codegen backend like `rust-gpu`. > > ## Solution > * Reimplemented the changes from [Spirv shader bypass #3996](#3996), on account of the original branch having been deleted. > * Documented the new `spirv_shader_passthrough` feature flag with the appropriate platform support context from [wgpu's documentation](https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associatedconstant.SPIRV_SHADER_PASSTHROUGH). > > ## Changelog > * Adds a `spirv_shader_passthrough` feature flag to the following crates: > > * `bevy` > * `bevy_internal` > * `bevy_render` > * Extends `RenderDevice::create_shader_module` with a conditional call to `wgpu::Device::create_shader_module_spirv` if `spirv_shader_passthrough` is enabled and `wgpu::Features::SPIRV_SHADER_PASSTHROUGH` is present for the current platform. > * Documents the relevant `wgpu` platform support in `docs/cargo_features.md` --------- Co-authored-by: Josh Palmer <1253239+Shfty@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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