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In theory if DirectX games start passing shaders to the driver in SPIR-V, the same format Vulkan uses, then yes it should make Protons job easier. Translating t
by jsheard 2y ago
In theory if DirectX games start passing shaders to the driver in SPIR-V, the same format Vulkan uses, then yes it should make Protons job easier. Translating the current DXIL format to SPIR-V is apparently non-trivial to say the least:
https://themaister.net/blog/2021/09/05/my-personal-hell-of-translating-dxil-to-spir-v-part-1/ https://themaister.net/blog/2021/09/05/my-personal-hell-of-t...
https://themaister.net/blog/2021/10/03/my-personal-hell-of-translating-dxil-to-spir-v-part-2/ https://themaister.net/blog/2021/10/03/my-personal-hell-of-t...
https://themaister.net/blog/2021/11/07/my-personal-hell-of-translating-dxil-to-spir-v-part-3/ https://themaister.net/blog/2021/11/07/my-personal-hell-of-t...
https://themaister.net/blog/2022/04/11/my-personal-hell-of-translating-dxil-to-spir-v-part-4/ https://themaister.net/blog/2022/04/11/my-personal-hell-of-t...
https://themaister.net/blog/2022/04/24/my-personal-hell-of-translating-dxil-to-spir-v-part-5/ https://themaister.net/blog/2022/04/24/my-personal-hell-of-t...
- trelane 2y agoMaybe. Maybe not; it could well be an incompatible flavour of SPIR-V.
- MindSpunk 2y agoIt's unlikely to diverge from the same general flavor as vulkan. The worst parts of the DXIL to SPIR-V conversion I remember from that chain of blog posts is rebuilding structured control flow and how it interacts with atomics and wave convergence. That's a problem that goes away irrespective of any DX extensions to SPIR-V for supporting the binding model DX uses.