I wonder if you're planning to implement dualSrcBlend to a Vulkan driver later at some point (currently not supported), perhaps we could raise it if it's yet not planned?
Our Vulkan renderer will use it if the Vulkan driver supports it
We steer our feature support to meet criteria laid out by platform holders, who state required and recommended feature levels for our drivers. The dualSrcBlend functionality hasn't been requested by any of our partners at this time and as such we have no plans to implement it in the short term.
So if you don't have a partnership then you basically don't have a voice in requesting features? Or it's still possible to make a request/raise but it won't be implemented in a short term?
What this means is, we prioritise requests from our Customers, followed by Strategic Partners. We do listen to Developers requests, however if a single developer requests a feature that no one else has requested, then it is sadly left at the bottom of the list.
I hope you understand, we sadly do not have enough resources to implement every feature request from everyone so have to make the best decisions we can with the resources we have and prioritise based on demand.
If you wish, you can talk to more developers, partners such as game engine and middleware companies, OEM/ODM and Silicon Companies to see if they too feel this feature is worth raising as a priority to us.
Once again, thank you for raising this request with us. If/when it does get scheduled, we will try to inform you of progress.
Please do note that due to the nature of the release cycle being out of our control, it can take up to several years until a particular driver feature gets released into production devices worldwide.
For what it's worth the current hardware wouldn't support this natively anyway, so it's unlikely to give you any performance uplift and you could get the same effect by emulating the more complex blend equation in shader code.
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