Last Week on DirectX Shader Compiler (2017-11-14)

A great week for people who like to keep their bit widths in check. ByteAddressBuffer gets new methods to work with 16, 32 and 64-bit values. 16-bit ints means you can replace both int and float min* types explicitly now. New types with specific bit widths: (u)int16_t, (u)int32_t, float16_t, float32_t and float64_t. (u)int64_t has been…

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Last Few Weeks on DirectX Shader Compiler (2017-11-07)

Proudly presenting: Fixes, SPIR-V improvements and bunch of new issues filed – thanks czw831024 and simontaylor81 for the awesome reports! More work on denorm support and float16. For those of you who want to experiment with the compiler, in addition to the extensibility APIs, you now have access to experimental function attributes. These will fail…

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Last Week on DirectX Shader Compiler (2017-10-17)

Busy week! Better quality in code generation, should make it easier for back-ends to generate more performance code. Support for the latest Windows SDK. Support for interacting with the optimizer. Much more on this in a later blog post. Lots of SPIR-V activity and general bug fixes, as is now par for the course. Enjoy!

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Compilation Pipeline in the DirectX Compiler

A few months ago I discussed how to invoke the compiler from your code. Today I want to discuss what the invocation does, so you can find your way around if you decide to inspect the code or if you want to learn how your shaders go from text to bytes. DxcCompiler: this class is…

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Last Few Weeks on DirectX Shader Compiler (2017-10-11)

What’s  been happening lately? Shader debug instrumentation is now available. The DxilDebugInstrumentation.cpp file describes it very well and it’s a short read – go for it! More and more of HLSL is coming online for SPIR-V. Lots of fixes. Please keep those bug reports coming! The Windows 10 SDK for Fall Creators Update (10.0.16299.15) is…

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Last (Few) Weeks on DirectX Shader Compiler (2017-09-29)

On the HLSL side, we’ve kept on adding support for float16, improving coverage, and fixing bugs. We’ve also been helping partners get their downstream implementations correct and stable. The compiler itself is pretty stable at this point, so we’re looking into doing an out-of-band release at some point in the near future. The very first…

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

This past week was relatively quiet – it was a short week and the team was busy with a bunch of planning. I’m really hoping we can share some of these soon. To make up for the slim news, I’ll be talking a bit about specific passes. This first time, however, I’ll give a brief…

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Last Week on DirectX Shader Compiler (2017-09-01)

Lots of SPIR-V activity, bug fixes, and more float16 support, as has been the case recently. Some highlights are improved front-end constant evaluation (in particular in some trivial vector cases), and a good report on a performance regression with respect to the fxc compiler toolchain, which was addressed here. I wanted to take the opportunity…

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Last Month on DirectX Shader Compiler (2017-08-24)

Oh me, oh my, how time flies – a month since the last update! Hopefully I’ll get back to weekly updates. The lag isn’t because things got quiet – on the contrary! A ton of SPIR-V activity that had been waiting to get in is now current. Shout out to the Google folks who have done…

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Last Week on DirectX Shader Compiler (2017-07-26)

A lot of activity this last week, as usual here are some highlights. Some dia improvements, including the ability to dump debug info in dndxc and to compiler using d3dcompiler_47. More PIX supporting functionality available. Lots of linker improvements. Lots of SPIR-V code generation activity, including full translation for pass-through VS and constant PS. Also,…

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