diff --git a/README.md b/README.md index 3d5b3ee..8091a77 100644 --- a/README.md +++ b/README.md @@ -102,15 +102,20 @@ Please report an issue if you run into a shader that works in RetroArch, but not * All caveats from the OpenGL 3.3+ section should be considered. * Should work on OpenGL 4.5 but this is not guaranteed. The OpenGL 4.6 runtime may eventually switch to using `ARB_spirv_extensions` for loading shaders, and this will not be marked as a breaking change. * The OpenGL 4.6 runtime uses Direct State Access to minimize changes to the OpenGL state. For GPUs released within the last 5 years, this may improve performance. - * Direct3D 11 - * Framebuffer copies are done via `ID3D11DeviceContext::CopySubresourceRegion` rather than a CPU conversion + copy. - * HDR10 support is not part of the shader runtime and is not supported. * Vulkan 1.3+ * The Vulkan runtime uses [`VK_KHR_dynamic_rendering`](https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VK_KHR_dynamic_rendering.html) by default. This extension must be enabled at device creation. Explicit render passes can be used by configuring filter chain options, but may have reduced performance compared to dynamic rendering. * UBOs use multiple discontiguous buffers. This may be improved in the future by switching to VMA rather than manually handling allocations. - + * Direct3D 11 + * Framebuffer copies are done via `ID3D11DeviceContext::CopySubresourceRegion` rather than a CPU conversion + copy. + * HDR10 support is not part of the shader runtime and is not supported. + * Direct3D 12 + * The Direct3D 12 runtime uses [render passes](https://learn.microsoft.com/en-us/windows/win32/direct3d12/direct3d-12-render-passes). This feature has been available since Windows 10 version 1809, + which was released in late 2018. + * For maximum compatibility with shaders, a shader compile pipeline based on [`spirv-to-dxil`](https://github.com/SnowflakePowered/spirv-to-dxil-rs) is used, with the SPIRV-Cross HLSL pipeline used as a fallback. + This brings shader compatibility beyond what the RetroArch Direct3D 12 runtime provides. The HLSL pipeline fallback may be removed in the future as`spirv-to-dxil` improves. + Most, if not all shader presets should work fine on librashader. The runtime specific differences should not affect the output, and are more a heads-up for integrating librashader into your project. diff --git a/librashader-runtime-d3d12/src/lib.rs b/librashader-runtime-d3d12/src/lib.rs index b1da449..57491cd 100644 --- a/librashader-runtime-d3d12/src/lib.rs +++ b/librashader-runtime-d3d12/src/lib.rs @@ -25,7 +25,7 @@ mod tests { #[test] fn triangle_d3d12() { let sample = hello_triangle::d3d12_hello_triangle::Sample::new( - // "../test/slang-shaders/crt/crt-royale.slangp", + // "../test/slang-shaders/crt/crt-lottes.slangp", "../test/slang-shaders/bezel/Mega_Bezel/Presets/MBZ__0__SMOOTH-ADV.slangp", &SampleCommandLine { use_warp_device: false,