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[D3D12] Improve shader validation handling. #88254

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merged 1 commit into from
Feb 13, 2024

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bruvzg
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@bruvzg bruvzg commented Feb 12, 2024

Depends on godotengine/godot-nir-static#8

  • Allow running without validation if developer mode is enabled.
  • Show error message if DXIL.dll is not found instead of silently crashing.

@bruvzg bruvzg added this to the 4.3 milestone Feb 12, 2024
@bruvzg bruvzg marked this pull request as ready for review February 12, 2024 18:39
@bruvzg bruvzg requested a review from a team as a code owner February 12, 2024 18:39
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Looks good. I'm only wondering if whether dev mode is enabled should be part of the shader cache key. Otherwise, I think you can lock yourself up in non-validated shaders if you eventually disable dev mode, until the cache is invalidated for some reason.

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bruvzg commented Feb 12, 2024

I'm only wondering if whether dev mode is enabled should be part of the shader cache key. Otherwise, I think you can lock yourself up in non-validated shaders if you eventually disable dev mode, until the cache is invalidated for some reason.

I have already added it to the RenderingDeviceDriverD3D12::shader_get_binary_cache_key() for exactly this purpose, or there's some other shader cache key.

@akien-mga
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Needs rebase after #87340.

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bruvzg commented Feb 13, 2024

Rebased, also added a few minor fixes for MinGW build, which was broken by #87340.

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I have already added it to the RenderingDeviceDriverD3D12::shader_get_binary_cache_key() for exactly this purpose, or there's some other shader cache key.

Oh, it's just that I reviewed this late, on my phone, and I missed that part. My apologies.

@akien-mga akien-mga merged commit 404f226 into godotengine:master Feb 13, 2024
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Thanks!

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4 participants