7 Nov
2023
7 Nov
'23
1 p.m.
On Mon Nov 6 18:36:24 2023 +0000, Nikolay Sivov wrote:
I think we can use VKD3D_SHADER_TARGET_NONE, and VKD3D_SHADER_TARGET_D3D_ASM if we'll ever want to disassembly them. I don't know why such flexibility was introduced, maybe to compile hlsl to spriv binary in a single step? By default it makes sense to me to use corresponding formats for all profiles and indicate that with TARGET_NONE for example. I pushed something to use separate target types for those. Please take a look.
-- https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/443#note_51315