That means that if any patching or runtime optimizations are performed, such as constant folding, the shader must be re-validated and re-signed, which is non-trivial. D3D12 will only accept signed shaders.While we discourage apps from needlessly invoking the shader compiler at runtime, there are cases where apps may need to do some dynamic work that would benefit from caching: The expectation is that the app has compiled its shaders into bytecode during some offline step, so only that last bit is the thing that needs to be cached.Īs it turns out, this is not always the case. This process is known to be expensive, and has to be performed at runtime, because that's the only place that the driver and hardware are known. ![]() ![]() However, they've all been focused around caching driver compilations of app-provided bytecode. To date, D3D12 has had several iterations of shader caching APIs.
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