Greatly reduce shader conversion time & fix spec constant bitmasking on D3D12.
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@ -313,10 +313,6 @@ bool RenderingShaderContainerD3D12::_convert_spirv_to_nir(Span<ReflectShaderStag
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ERR_FAIL_NULL_V_MSG(shader, false, "Shader translation (step 1) at stage " + String(RenderingDeviceCommons::SHADER_STAGE_NAMES[stage]) + " failed.");
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#ifdef DEV_ENABLED
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nir_validate_shader(shader, "Validate before feeding NIR to the DXIL compiler");
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#endif
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if (stage == RenderingDeviceCommons::SHADER_STAGE_VERTEX) {
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dxil_runtime_conf.yz_flip.y_mask = 0xffff;
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dxil_runtime_conf.yz_flip.mode = DXIL_SPIRV_Y_FLIP_UNCONDITIONAL;
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