[PATCH 4/5] wined3d: Introduce shader_run_compute operation for the spirv backend.

Henri Verbeet hverbeet at gmail.com
Wed Aug 11 12:03:20 CDT 2021

On Wed, 11 Aug 2021 at 18:08, Jan Sikorski <jsikorski at codeweavers.com> wrote:
> > On 11 Aug 2021, at 14:25, Henri Verbeet <hverbeet at gmail.com> wrote:
> >
> > I think we have a number of options, each with their advantages and
> > disadvantages:
> I’m generally partial to just doing what needs to be done and skipping the higher level machinery, even if that’s a bit more implementation work. With the first approach I’d be worried about being too slow. The state tweaking sound adventurous, but yeah, maybe it’s fine for compute..
> For the direct option, I’m not quite sure what would the preferred way of talking to the shader backend be - are you thinking a new backend operation that takes the byte code with extra info and returns a VkShaderModule (through some opaque integer that gets cast)? Going further, I wonder if it's preferable to just provide SPIR-V up front and skip the shader translation step too?
Something along those lines, yes.

I don't think we want to put compiled SPIR-V in the source. We don't
actually want to put D3D bytecode in there either, but hopefully we'll
actually have a HLSL compiler one of these days, and then we'll be
able to just generate HLSL.

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