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D3D12: Get rid of DXIL.dll
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#94203
D3D12: Get rid of DXIL.dll
!
#94203
Conversation
There are multiple mentions of DXIL and DXC in the https://github.com/godotengine/godot-docs/blob/master/contributing/development/compiling/compiling_for_windows.rst that should be removed as well. |
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Added link to the docs PR. |
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Didn't test, but code looks good to me.
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Is #91475 still relevant for Agility SDK? As I understand it, |
It works on W10 as well. The Agility SDK is a way of having features backported to W10, as long as the GPU driver supports them. As a recap, at the moment, the only two features Agility brings to W10 that Godot can use are these:
So, Agility is beneficial, but not a must. I don't know if this answers your question. |
Thanks! Glad to finally have this solved properly 🎉 |
I forgot to report back this is actually no longer the case at least for me, but that doesn't mean people won't run into it sadly if the driver isn't up to date.
Yeah, the performance benefit is pretty much the exact improvement the ARG added, so I think we ought to document somewhere that it is actually pretty significant nowadays to use the Agility SDK for any serious project. Plus it enhances compatibility with older systems as well. |
This finally allows Godot editor and games to ship with Direct3D 12 without any separate library.
This is thanks to https://devblogs.microsoft.com/directx/open-sourcing-dxil-validator-hash/.
UPDATE: Testing procedure: clearing the shader cache of a project, disabling dev mode on Windows, patching code to generate wrong hashes and verify D3D12 complains, taking code back to normal, clearing shader cache again and verifying the game works with shaders and all.