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"For one, all shaders would need to be converted from HLSL to GLSL, which could become quite a big task depending on the amount of shaders, and testing of all c
by jamesfmilne 10y ago
"For one, all shaders would need to be converted from HLSL to GLSL, which could become quite a big task depending on the amount of shaders, and testing of all changes."
Ironically Microsoft have open-sourced a Clang-based HLSL compiler that could be used as a front-end for a Vulkan backend.
https://github.com/Microsoft/DirectXShaderCompiler https://github.com/Microsoft/DirectXShaderCompiler
https://blogs.msdn.microsoft.com/directx/2017/01/23/new-directx-shader-compiler-based-on-clangllvm-now-available-as-open-source/ https://blogs.msdn.microsoft.com/directx/2017/01/23/new-dire...