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[return to "Building the DirectX shader compiler better than Microsoft?"]
1. unnoui+lP[view] [source] 2024-02-10 17:10:56
>>emidoo+(OP)
Quote: "All that was left was that pesky dxil.dll - what sort of magic might Microsoft be employing in that library to “sign shaders”? How can they prevent unsigned shaders from running on Windows machines that aren’t in developer mode? How are they able to distribute that binary on Linux, too? I won’t comment on any of those questions, but will say that you’ll find dxil.dll is NOT a dependency of mach-dxcompiler in any form. You can compile an HLSL shader on a macOS machine using mach-dxcompiler, without the proprietary dxil.dll blob - and end up with a DXIL bytecode file that is byte-for-byte equal to one which runs it on a standard Windows box. Enjoy!"

That above is the real magic. Since he won't comment on the how, I guess he took a swing at poping the hood underneath, and did exactly what Wine developers did 2 decades ago. Any old timers here remembering that scandal? Smart kid to not comment on the how, this way Microsoft won't have any legal leg and since times have changed with all that "Microsoft loves Linux" shit they yell at all corners (not that I believe that for a single second), then it will be swept all under the rug and FOSS wins. For now.

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2. rofrol+j21[view] [source] 2024-02-10 18:21:46
>>unnoui+lP
> So the signing[1] DXIL.dll does is just a modified MD5?

[1] https://github.com/hexops/DirectXShaderCompiler/blob/4190bb0...

>>39325654

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