Hi, We find that shader hash does not equal in D3D11 and D3D12 with same shader.
could you tell me how does aftermath calculate shader hash in D3D11?
We only find api that includes D3D12 and Vulkan . But our game run on both D3D11 and D3D12 with the same shader. We wish to get the shader hash of D3D11 also for fast debugging.
( such as D3D12 Version:
GFSDK_Aftermath_API GFSDK_Aftermath_GetShaderHash(
GFSDK_Aftermath_Version apiVersion,
const D3D12_SHADER_BYTECODE* pShader,
GFSDK_Aftermath_ShaderBinaryHash* pShaderHash);
)