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DirectX Adopting SPIR-V

devblogs.microsoft.com 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 ...

DirectX Adopting SPIR-V as the Interchange Format of the Future - DirectX Developer Blog

SPIR-V is the intermediate shader target used by Vulkan as well, so it sounds like this may indirectly make DirectX on Linux smoother.

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  • 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.