Microsoft's Advanced Shader Delivery infrastructure aims to fix this problem by automating the process of precompiling shaders that work across "a large matrix of drivers and GPUs in the Windows ecosystem," as the company puts it. To enable that, developers use Microsoft's Direct3D API to create a State Object Database (SODB) that represents in-game assets at the game engine level. That asset database is then fed into multiple shader compilers to create a Precompiled Shader Database (PSDB) that supports multiple display adapters from different hardware vendors.
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