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wrote enough of a spir-v parser to parse the shader blobs in the sdl3 gpu cube example. am I insane?

my perhaps foolish dream here is to have enough of a spir-v toolchain in scheme that I can assemble my own shaders. the spec is massive but ignoring extensions and focusing only on vertex/fragment shaders should help scope things down a lot.

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kinda neat for not a ton of effort so far:

gist.github.com/davexunit/47ff

need to write an assembler and see if it round trips.