The intention of the article seems to be just to document his experience solving this problem, but it might be useful to anyone who finds themselves having to translate shaders from one language to another, which is disappointingly common in low-level cross-platform graphics programming, since every OS vendor likes to have their own shader language.
I am astonished it is even possible for DXIL to be automatically translated to SPIR-V, at runtime, or at all.
> In this blog series I’d like to go through the DXIL format, explain the problems I’ve had to solve and hopefully serve as an introduction to basic compiler theory, explained by yours truly who has no idea what they’re talking about.
However, simply putting this out in public, especially if it hits HN, is useful since the number of people who can really understand and help is very tiny, they're clustered, and more likely to read HN over lots of other things.