On Apr 14, 2010, at 1:48 PM, Matijn Woudt wrote: >> I think you want to test if the compiled shader works instead of the >> exact bytecode. Generating the same bytecode is probably way too hard, >> fragile to test, and most likely not worth the effort. > > I think I should go for exact bytecode as long as it is possible, it's > the only way we can be sure the implementation is 100% right for each > test case.
FYI, we encountered a game a while back which used a few shaders that depended on being compiled with a particular version for d3dx9_##.dll. There was a compiler bug which the game engine knew about and accounted for. If you tried to use the compiled shader from a newer d3dx9_##.dll, then the rendering wouldn't look quite right on certain objects. So, there's one argument for identical bytecode compatibility, but it's likely that very few apps will exhibit behavior like this.
