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 ...
SPIR-V is the intermediate shader target used by Vulkan as well, so it sounds like this may indirectly make DirectX on Linux smoother.
Yeah it would be great to get clarity on what exactly this means for Linux.
I think it might mean the shader cache for a DirectX Windows game can be used for a DXVK VKD3D Linux game (which might help with stuttering weirdness) but I'm unsure.