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DXIL shaders depend on the vulkan -> d3d12 binding translation done in adjust_var_bindings(). In order to maximize our chances to re-use those shaders, we need to hash the binding translation information and take this hash into account when computing the DXIL shader hash. Reviewed-by: Jesse Natalie <jenatali@microsoft.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140> |
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| spirv_to_dxil | ||
| vulkan | ||
| meson.build | ||