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Write function-like procedural macros to invoke compile_hlsl and validate_dxil at compile time. I think most users of this library will want to compile their shaders to SPIR-V/DXIL at compile time because it's unlikely that players will have dxil.dll available.
To kick off the conversation, I suggest we follow in the footsteps of inline-spirv in regards to the usage patterns:
let spirv = include_hlsl!("shader_filename.hlsl","entry","cs_6_5",&vec!["-spirv"],&vec![("MY_DEFINE",Some("Value")),("OTHER_DEFINE",None)],);let dxil= validate_dxil!(inline_hlsl!(r#" // your inline HLSL code here "#,"entry","cs_6_5",&vec![],&vec![("MY_DEFINE",Some("Value")),("OTHER_DEFINE",None)],));
I'm not sure what the API for validation should look like or whether it's feasible, but we should consider whether we will need to validate DXIL at compile time.
The text was updated successfully, but these errors were encountered:
Write function-like procedural macros to invoke
compile_hlsl
andvalidate_dxil
at compile time. I think most users of this library will want to compile their shaders to SPIR-V/DXIL at compile time because it's unlikely that players will havedxil.dll
available.To kick off the conversation, I suggest we follow in the footsteps of
inline-spirv
in regards to the usage patterns:I'm not sure what the API for validation should look like or whether it's feasible, but we should consider whether we will need to validate DXIL at compile time.
The text was updated successfully, but these errors were encountered: