Basically, something you can open later with a cgdisasm tool to show rsx shaders disassembly.
Maybe this (or a derived form of bytecode) could be used in the future as separable/universal shader cache that could be reused as a shareable package to generate compatible Vulkan pipelines without depending on the vendor, product or driver. I think.
Just to clarify, the files are already exported to the shaders_cache/raw folder, its just not intuitive to locate them at the moment.
@kd-11 Good to know. Is there any support for having universal/reusable shader caches at the moment? Or it isn't something desirable at this stage of the project, yet?
It has always been possible to copy the shader cache between devices and it should work just fine. As for whether sharing what is technically extracted game code is fine or not is outside the scope of the project so there will be no official support for this.
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It has always been possible to copy the shader cache between devices and it should work just fine. As for whether sharing what is technically extracted game code is fine or not is outside the scope of the project so there will be no official support for this.