Last Week on DirectX Shader Compiler (2017-05-24)

Last week we had bug fixes as codegen cleanup as pretty much every week, including a bunch of work on ViewID. We also improved support for external libraries, which you can now configure in dndxc via the Tools | Options menu, as well as specify via command-line arguments to dxopt. Two other interesting changes are…

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Last Week on DirectX Shader Compiler (2017-05-16)

In addition to a whole bunch of fixes and improvements, last week was interesting because we saw the dxil-v1.1 branch come and go. We used the branch to build up some changes related to SV_ViewID that required some massaging to work with the validator made available in the Windows SDK, which is the set of…

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Last Week on DirectX Shader Compiler (2017-05-09)

As per usual, lots of good stuff went in. Improved versioning; more components are starting to become aware (version-aware, that is, not the other kind), as we’d expect while we continue making progress while maintaining back compat. SPIR-V work continues. Fixes and codegen improvements. These are all very specific so they don’t always have a…

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Last Week on DirectX Shader Compiler (2017-05-02)

“A Day Late Edition” Support for the next revision of DXIL is starting to trickle in, along with code generation improvements and a change in how htan(-inf) and htan(inf) work. DXBC didn’t have a built-in intrinsic for this, and the expansion produced NaNs. Two new SM 6.1 specifics were added last week. Barycentrics ViewID The…

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Last Week on DirectX Shader Compiler (2017-04-25)

This was a very forward-looking week. SM 6.1, DXIL 1.1 and HLSL 2017. Disabled CSE. Doing the optimization is straightforward; undoing it for profit is hard. We’re leaving this to back-ends, where knowledge of register pressure can be applied. More tests, more test fixes == improved driver conformance. Much prep work for libraries. I want…

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Last Week on DirectX Shader Compiler (2017-04-18)

As always, lots of goodness went into the compiler. Here are some highlights. – Constant arrays are now hoisted by default from locals into initialized globals when possible, making their const-ness and reusability more obvious. – We’ve enabled AppVeyor on pull requests and commits. You’ll see the status on the main readme as well as…

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Last Week on DirectX Shader Compiler (2017-04-11)

Starting this to keep track of interesting developments in the shader compiler. The biggest news was the release of Windows 10 Creators Update. The SDK includes dxil.dll, which is required to build DXIL shaders that can run without experimental mode being set, as well as a version of dxc and dxcompiler. The dxc and dxcompiler…

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Fresh Bits – Windows 10 Creators Update and Creators Update SDK

Head over to the Building Apps blog and check out today’s updates: Windows 10 Creators Update is now available. You can wait for it to be offered as an update, or you can update now. Creators Update SDK is also available. In addition to all the highlights you’ll be reading about, the SDK will also…

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DirectX Compiler APIs

If you are used to building HLSL with fxc.exe, your build process can now use dxc.exe to compile shaders with the new DirectX Shader compiler. This is convenient for standalone projects. Games, middleware and asset pipelines will often have a need to do this multiple times and/or from source code that doesn’t exist as a file…

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HLSL Console Tools

If you’ve already followed the instructions in the README.md to get started, congratulations! We hope you have some fun on this with us. One of the things that may have surprised you is the use of a “special” console, the HLSL Console, which you should have on your desktop if everything went well and you…

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