Supongo que como tienen dinero a espuertas pueden seguir intentándolo.

Los drivers de las #Intel Arc utilizan #DXVK como implementación de #Direct3D en los casos que sea más rápido que la emulación de #D3D12 propia. https://www.gamingonlinux.com/2022/12/intel-using-dxvk-part-of-steam-proton-for-their-windows-arc-gpu-dx-9-drivers/

#NVIDIA también utiliza DXVK en #RTX Remix. https://www.gamingonlinux.com/2022/09/nvidia-announces-ada-lovelace-their-3rd-generation-rtx-dlss-3-and-portal-rtx/

Hace no mucho #Microsoft anunció que Direct3D pasaría a utilizar #SPIRV como lenguaje de shaders intermedio. Es decir, el #HLSL se compilará a SPIR-V en vez de #DXIL. Ya no hara falta hacer budú en DXVK para poder utilizar los shaders de Direct3D con drivers #Vulkan. (https://devblogs.microsoft.com/directx/directx-adopting-spir-v/). Mientras no se marquen un embrace, extend, extinguish…

Intel using DXVK (part of Steam Proton) for their Windows Arc GPU DX 9 drivers

Intel recently announced a big driver update for their Arc GPUs on Windows, because their DirectX 9 performance wasn't as good as it could have been. Turns out, they're using code from the open source DXVK which is part of Steam Play Proton.

GamingOnLinux
Microsoft HLSL team Open Sourcing DXIL Validator Hash

DirectX Developer Blog: Today the HLSL team is announcing plans to open source the DXIL validator hashing algorithm and include it in the DirectXShaderCompiler sources on GitHub. If you’re wondering what any of that means, strap in! DXIL Validator To understand the DXIL Validator you first need...

Windows 11 Forum
🌘 關於Metal shader轉換器的註記 | Raph Levien的部落格
➤ 討論Metal shader轉換器的功能和限制
https://raphlinus.github.io/gpu/2023/06/12/shader-converter.html
本文討論了Apple在WWDC上推出的Metal shader轉換器,並指出它的一些限制,特別是缺乏支援atomic barriers的功能。作者認為,這些限制阻礙了WebGPU的性能,也使得GPU生態系統變得更加複雜。作者建議使用WebGPU和Asahi Linux來實現GPU計算的可移植性,並呼籲Apple提供更好的文檔和支援。
+ 這篇文章提供了很有價值的信息,對於開發GPU應用程序的人來說非常有用。
+ 作者對Metal shader轉換器的批評似乎有些過分,畢竟它仍然是一個有用的工具,可以幫助開發人員將遊戲從DirectX轉換到Metal。
#Metal #shader #GPU #DXIL #HLSL #WebGPU #Vulkan #compute
A note on Metal shader converter

At WWDC, Apple introduced Metal shader converter, a tool for converting shaders from DXIL (the main compilation target of HLSL in DirectX12) to Metal. While it is no doubt useful for reducing the cost of porting games from DirectX to Metal, I feel it does not move us any closer to a world of robust GPU infrastructure, and in many ways just adds more underspecified layers of complexity.

Raph Levien’s blog