Note that an optional code path already exists to compile HLSL to SPIR-V, however it is intended for transpiling to GLSL with SPIRV-Cross, so the optimization level is lowered in order to preserve debug symbols and produce more readable GLSL code in the end. So, a separate code path will be necessary to produce optimized SPIR-V suitable for rendering in the Vulkan version of https://github.com/metashade/glTFSample
Switching between SPIR-V compiled from HLSL or GLSL will be easy to do in https://github.com/metashade/glTFSample once #33 is done.
#35 will need to be done first because adding yet another compilation type will slow down the script further. So reducing the number of permutation is crucial.
Note that an optional code path already exists to compile HLSL to SPIR-V, however it is intended for transpiling to GLSL with SPIRV-Cross, so the optimization level is lowered in order to preserve debug symbols and produce more readable GLSL code in the end. So, a separate code path will be necessary to produce optimized SPIR-V suitable for rendering in the Vulkan version of https://github.com/metashade/glTFSample
Switching between SPIR-V compiled from HLSL or GLSL will be easy to do in https://github.com/metashade/glTFSample once #33 is done.
#35 will need to be done first because adding yet another compilation type will slow down the script further. So reducing the number of permutation is crucial.