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.