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 SPIR-V in general is just a much nicer and saner format to work with compared to DXIL, which is basically LLVM 3.7 IR with a bunch of extra shader things bolted on. This means you can tap into various SPIR-V tools to parse/patch/optimize/reflect/link the bytecode instead of having to go to DXC for that (or pull off heroics to do it yourself like RenderDoc). It also makes it a lot easier for non-DXC compilers to emit native bytecode for D3D, and also for HLSL to evolve.
@mjp @Robin_Van_Ee @aras While the tooling for SPIR-V is good, I hate the fact that it is text-based. It is barely human readable. I found DXIL much nicer to debug shaders without source.
@vincentp @Robin_Van_Ee @aras what do you mean by “text based”? SPIR-V is a binary format too, no?
@mjp @Robin_Van_Ee @aras Oups I did not mean text based (maybe I thought about WebGPU when writing 😅 ). I hate the verbosity of SPIR-V! The format seems very bloated compared to DXIL.
GitHub - aras-p/smol-v: SMOL-V: like Vulkan/Khronos SPIR-V, but smaller.

SMOL-V: like Vulkan/Khronos SPIR-V, but smaller. Contribute to aras-p/smol-v development by creating an account on GitHub.

GitHub