On Thu Apr 11 00:03:11 2024 +0000, Conor McCarthy wrote:
should we just set the SPIRV version and Vulkan environment based on that?
Do you mean, make VULKAN_1_1 be a kind of proxy for wave ops support, i.e. the client checks `VkPhysicalDeviceSubgroupProperties` for wave op support, and uses VULKAN_1_1 only if they are available?
I think the other way around; we keep VKD3D_SHADER_COMPILE_OPTION_FEATURE_WAVE_OPS but remove VKD3D_SHADER_SPIRV_ENVIRONMENT_VULKAN_1_1, and wherever we check the environment in the code we check for wave ops instead.
Not a big deal though and I can see just keep it around for some measure of consistency.