The source seems to be the creation of the BC6H pipeline. It takes much longer on DX12 and all other variants.
Self::create_pipeline(
&device,
&shader_module_bc6h,
&mut bind_group_layouts,
&mut pipelines,
CompressionVariant::BC6H(BC6HSettings::basic()),
);
The source seems to be the creation of the BC6H pipeline. It takes much longer on DX12 and all other variants.