Whoa. D3D is switching to SPIR-V as shader bytecode format! This is excellent, and I guess lets them move away from their llvm 3.7 fork easier. https://devblogs.microsoft.com/directx/directx-adopting-spir-v/
DirectX Adopting SPIR-V as the Interchange Format of the Future - DirectX Developer Blog

Today the Direct3D and HLSL teams are excited to share some insight into the next big step for GPU programmability. Once Shader Model 7 is released, DirectX 12 will accept shaders compiled to SPIR-V™. The HLSL team is committed to open development processes and collaborating with The Khronos® Group and LLVM Project. We’re sharing this […]

DirectX Developer Blog
@aras What kind of benefits does that bring? Aside from reduced maintenance for the DX team.

@Robin_Van_Ee @aras It makes things easier for the developers of debug tools like renderdoc.

(edited to remove incorrect information)

@aeva @Robin_Van_Ee not sure if one set of shaders for both would happen. SPIR-V for D3D would still have to have some extensions/ops in there that are different due to slightly different resource binding model etc
@aras @aeva @Robin_Van_Ee yeah I think that would be very unlikely, SPIR-V will need extensions to reflect D3D12’s particulars (especially the differences in binding)