On Mon, 4 Nov 2019 at 21:08, Philip Rebohle philip.rebohle@tu-dortmund.de wrote:
Am 04.11.19 um 17:12 schrieb Henri Verbeet:
I think the preferred way would be to include them as HLSL source, and use vkd3d-shader to compile them to SPIR-V. The tricky part there is that the HLSL compiler is currently still a work in progress. It's possible to use Microsoft's fxc as a replacement—we've used that for vkmodelviewer in the past—but it seems undesirable to have fxc as a dependency for vkd3d.
Is there any particular reason you're suggesting HLSL? Given that these shaders would sort out some of the gritty implementation details and we want full control over how exactly resources are accessed, I'd think having a more direct path without going through DXBC and especially the peculiarities of the D3D12 binding model would be preferable.
I have no particular fondness for HLSL, but it would mean one less external dependency, and peculiarities aside, HLSL should broadly have equivalent capabilities to GLSL. That's in the abstract though, I haven't seen the specifics of the shaders in question, of course.