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Because I know somebody's going to file this eventually:
https://devblogs.microsoft.com/directx/directx-adopting-spir-v/
There will probably be some catches in the same way that HLSL has some catches to support compiling to Vulkan-friendly SPIR-V, but long-term we should be able to add this to D3D12's supported shader formats when SM7 is supported. Hoping it doesn't require a new feature level, but who knows...