Nobody would have thought Microsoft open-sourced DirectX's shader copmiler in 2017!
Then DXVK was born, a Vulkan-based translation layer, and Valve sponsored the developers too, to increase the compatibility for Steam's Linux version.
Nobody would have thought Microsoft open-sourced DirectX's shader copmiler in 2017!
Then DXVK was born, a Vulkan-based translation layer, and Valve sponsored the developers too, to increase the compatibility for Steam's Linux version.
HOWEVER, DirectX 12 was released in 2015 too! It came with DXIL, a new intermediate shader code representation!
It just never end...
HOWEVER, DirectX 12 was released in 2015 too! It came with DXIL, a new intermediate shader code representation!
It just never end...
Yikes. Not to mention OpenGL's less support and development. The result was not good at all. So playing game on Linux was not ideal for a long time.
HOWEVER, Vulkan was release in 2015!
Yikes. Not to mention OpenGL's less support and development. The result was not good at all. So playing game on Linux was not ideal for a long time.
HOWEVER, Vulkan was release in 2015!
DirectX: high level shader -> DXBC -> machine code
OpenGL: high level shader -> machine code
You see what is missing?
DirectX: high level shader -> DXBC -> machine code
OpenGL: high level shader -> machine code
You see what is missing?
In addition, DirectX has a step that OpenGL doesn't: DXBC, an intermediate shader code representation.
In addition, DirectX has a step that OpenGL doesn't: DXBC, an intermediate shader code representation.