1: https://github.com/hexops/DirectXShaderCompiler/blob/4190bb0...
It sort of works if your signing tool is part of a private console SDK, but the DirectX SDK was always freely available.
Anyone paying attention in the article to that point knew it had to be some basic hash or similar, where even in your worst case someone has to reverse engineer some assembly.
After all that effort, just out Microsoft, particularly when we're talking about opensource code that anyone that cares to can just dig through and find (thanks for that, msk!).
"dxil.dll is closed-source, so we cannot simply patch it in the same way. To fix this, we outright disable runtime loading of dxil.dll and silence warnings related to it not being present / the final binary not being code signed. Instead, once the compiler would emit a compiled shader blob, we perform our own code signing algorithm (Mach Siegbert Vogt DXCSA) which results in a bitwise identical compiled shader, and thus dxil.dll is no longer needed to perform code signing of shaders."
[1] https://github.com/hexops/DirectXShaderCompiler/commit/7a013...
https://github.com/baldurk/renderdoc/blob/4a620bb5a16b4de4e2...
I think it's for plausible deniability in case M$ ever comes after them for RE reasons. They probably want to be able to say that they didn't use the proprietary blob in order to implement their own code signing.