SPIR-V shader module validation
Use case scenario: Imagine a game or other virtual space where users can create and share user content in the form of maps or character models, etc. This content might include custom shaders to enhance its appearance.
Currently all the functions in vulkano::pipeline::shader::ShaderModule are marked unsafe because they do not do any validation of the incoming SPIR-V shader data. Thus it's possible that a dangerous shader might be automatically downloaded and then loaded by the renderer.
It'd be nice if we had some sort of add-on library that could validate the shaders coming in. Perhaps it could wrap the unsafe functions in ShaderModule inside safe functions that perform the validation.
I personally think this falls outside the realm of vulkano. This seems like some another crate should handle. In this view I think it'd be better to use some standard form of attachment layouts and such and just have the user created content use glsl. There it could be validated and go through the normal shader processes of vulkano.
Vulkano doesn't do full validation of shaders yet, but it does make it easier to load them at runtime now.