Feat. request: [spirv2dxil] Transpilation of SPIR-V debug info to DXIL
The transpilation of SPIR-V to DXIL loses debug info. That's understandable because, in principle, graphics debuggers working with D3D (PIX or others in D3D "mode") are seeing the transpiled version of a shader, which belongs in another realm. However, if the DXIL shaders generated from SPIR-V retained traceability to the GLSL code that originated them, the doors to more possible debugging workflows would open. In platforms where a game originally written for Vulkan is actually running on top of D3D12, it would still be useful to gain deep insight into how the shader is behaving there. That is true both for game developers that may want to profile or debug their GLSL shaders (or whatever derivate of them) on the target system and for engine/tech developers that need to investigate platform-specific issues and whose for debugging the original Vulkan-targeted shader on non-emulated, Vulkan driver is not an option.
CC @jenatali