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Merge pull request #111762 from blueskythlikesclouds/fix-spec-constant-bitmasking
D3D12: Greatly reduce shader conversion time & fix spec constant bitmasking.
2 parents 90659c1 + 8895dfa commit d23cd1b

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drivers/d3d12/rendering_shader_container_d3d12.cpp

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@@ -313,10 +313,6 @@ bool RenderingShaderContainerD3D12::_convert_spirv_to_nir(Span<ReflectShaderStag
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ERR_FAIL_NULL_V_MSG(shader, false, "Shader translation (step 1) at stage " + String(RenderingDeviceCommons::SHADER_STAGE_NAMES[stage]) + " failed.");
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#ifdef DEV_ENABLED
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nir_validate_shader(shader, "Validate before feeding NIR to the DXIL compiler");
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#endif
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if (stage == RenderingDeviceCommons::SHADER_STAGE_VERTEX) {
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dxil_runtime_conf.yz_flip.y_mask = 0xffff;
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dxil_runtime_conf.yz_flip.mode = DXIL_SPIRV_Y_FLIP_UNCONDITIONAL;

misc/scripts/install_d3d12_sdk_windows.py

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@@ -32,7 +32,7 @@
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# Mesa NIR
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# Check for latest version: https://github.com/godotengine/godot-nir-static/releases/latest
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mesa_version = "23.1.9-1"
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mesa_version = "23.1.9-2"
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# WinPixEventRuntime
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# Check for latest version: https://www.nuget.org/api/v2/package/WinPixEventRuntime (check downloaded filename)
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pix_version = "1.0.240308001"

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