Currently both DirectX 11 & 12 compile their internal shaders at runtime. Not only does it increase startup time, but also adds a runtime dependency on d3dcompiler_xx.dll, which I'm not entirely sure exists everywhere. The latter isn't too big of a deal since we already depend on it for compiling SPIRV-Cross output.
It would be ideal to move this step to build-time, using fxc or dxc in a build script. This would also mean that we need d3dcompiler for our CI, and I'm not sure about the situation there.
Currently both DirectX 11 & 12 compile their internal shaders at runtime. Not only does it increase startup time, but also adds a runtime dependency on d3dcompiler_xx.dll, which I'm not entirely sure exists everywhere. The latter isn't too big of a deal since we already depend on it for compiling SPIRV-Cross output.
It would be ideal to move this step to build-time, using
fxc
ordxc
in a build script. This would also mean that we need d3dcompiler for our CI, and I'm not sure about the situation there.