Who's shipping Vulkan titles with HLSL shaders using dxc?
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There were a few ops that we had to avoid for SPIRV. If I recall, it was with how to discard pixels. It was not a big enough hurdle to remember the details.
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We also compressed them using
@aras_p’s smol-v, followed by a more general compression algo. So loading shaders cost a smidge more time, but among all the other loading we were doing, the shaders were never the tall nail. - Näytä vastaukset
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