On Mon Nov 6 18:01:48 2023 +0000, Zebediah Figura wrote:
I mean, should they really use VKD3D_SHADER_TARGET_DXBC_TPF / VKD3D_SHADER_TARGET_D3D_BYTECODE, or do we want a new target type? This is an open API design question.
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.