That code is now part of this February 2025 DirectX Shader Compiler release as they further build-out the DXIL capabilities. Developers outside of Microsoft previously reverse-engineered the hashing algorithm while now it’s officially open-source. This will help in situations like those compiling shaders for DirectX outside of Windows hosts or the selective Linux binaries Microsoft has provided in the past.

Let’s goo!!!

cross-posted from: https://lemmy.world/post/25931907

  • x4740N@lemm.ee
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    11 hours ago

    Chance they opened sourced it because people pretty much figured it out by reverse engineering

    Does Microsoft have newer code that’s still closed source, is this old code ?

    Could they open source an old inefficient method while keeping the up to date efficient methods to themselves