Greatly reduce shader conversion time & fix spec constant bitmasking on D3D12.

This commit is contained in:
Skyth
2025-10-17 14:28:31 +03:00
parent 0fdbf050e0
commit 8895dfa56c
2 changed files with 1 additions and 5 deletions

View File

@ -313,10 +313,6 @@ bool RenderingShaderContainerD3D12::_convert_spirv_to_nir(Span<ReflectShaderStag
ERR_FAIL_NULL_V_MSG(shader, false, "Shader translation (step 1) at stage " + String(RenderingDeviceCommons::SHADER_STAGE_NAMES[stage]) + " failed.");
#ifdef DEV_ENABLED
nir_validate_shader(shader, "Validate before feeding NIR to the DXIL compiler");
#endif
if (stage == RenderingDeviceCommons::SHADER_STAGE_VERTEX) {
dxil_runtime_conf.yz_flip.y_mask = 0xffff;
dxil_runtime_conf.yz_flip.mode = DXIL_SPIRV_Y_FLIP_UNCONDITIONAL;