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Will this help games be more compatible with the proton layer on Linux or is this not related?


In theory if DirectX games start passing shaders to the driver in SPIR-V, the same format Vulkan uses, then yes it should make Protons job easier. Translating the current DXIL format to SPIR-V is apparently non-trivial to say the least:

https://themaister.net/blog/2021/09/05/my-personal-hell-of-t...

https://themaister.net/blog/2021/10/03/my-personal-hell-of-t...

https://themaister.net/blog/2021/11/07/my-personal-hell-of-t...

https://themaister.net/blog/2022/04/11/my-personal-hell-of-t...

https://themaister.net/blog/2022/04/24/my-personal-hell-of-t...


Maybe. Maybe not; it could well be an incompatible flavour of SPIR-V.


It's unlikely to diverge from the same general flavor as vulkan. The worst parts of the DXIL to SPIR-V conversion I remember from that chain of blog posts is rebuilding structured control flow and how it interacts with atomics and wave convergence.

That's a problem that goes away irrespective of any DX extensions to SPIR-V for supporting the binding model DX uses.




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