Add SPIR-V compression with LZ4 of Vulkan shaders (35% avg smaller)
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@@ -105,7 +105,6 @@ bool ShaderCompilerWebGPU::Write(ShaderCompilationContext* context, ShaderFuncti
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return WriteShaderFunctionPermutation(_context, meta, permutationIndex, bindings, &header, sizeof(header), wgslCompressed.Get(), wgslCompressed.Count());
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}
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header.Type = SpirvShaderHeader::Types::WGSL;
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return WriteShaderFunctionPermutation(_context, meta, permutationIndex, bindings, &header, sizeof(header), wgsl.Get(), wgsl.Length() + 1);
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}
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