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I'm wondering if this portability can be supported by C++ programs? I just would like to have support for Vulkan API through DirectX 12, and in C++ code... Also, I would like to have direct DXIL shaders in the DirectX 12 backend, without SPIR-V conversion. I hadn't thought to ask such a question for many years.
The text was updated successfully, but these errors were encountered:
Vulkan is a C API, so you can use it from C++. The fact that gfx-portability is written in Rust is not standing in the way. It still produces a regular dynamic library.
Also, I would like to have direct DXIL shaders in the DirectX 12 backend, without SPIR-V conversion
That part is problematic, because we generate HLSL code based on the pipeline states and pipeline layout. We can't just work with a random DX12 shader provided by the user.
Are you interested in this with the goal of making shader translation faster? or for a different reason?
We don't have this ability right now. We reserve the right to parametrize shader generation not only by the pipeline layout and states, but also the hardware capabilities of the target machine. The best idiomatic way to accelerate pipeline creation is by using Vulkan pipeline caches.
I'm wondering if this portability can be supported by C++ programs? I just would like to have support for Vulkan API through DirectX 12, and in C++ code... Also, I would like to have direct DXIL shaders in the DirectX 12 backend, without SPIR-V conversion. I hadn't thought to ask such a question for many years.
The text was updated successfully, but these errors were encountered: