4 ms·
The only way is do what OP did – compile your shader, disassemble, and read the assembly. I do that quite often with my HLSL shaders, learned a lot about that
by Const-me 2y ago
The only way is do what OP did – compile your shader, disassemble, and read the assembly.
I do that quite often with my HLSL shaders, learned a lot about that virtual instruction set. For example, it’s interesting GPUs have instruction sincos, but inverse trigonometry is emulated while compiling.