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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Building the DirectX Compiler Sources

The README.md file in the repo for the DirectX HLSL Compiler provides the steps on how to build the project. I thought it would be interesting to share some of our journey about how we landed where we currently are, and what we think moving forward looks like. The obvious starting point for this project…

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Next generation DirectX Shader Compiler

My last post on HLSL development was a while ago. I’m happy to announce in this post that the code is currently hosted on a GitHub repo at https://github.com/Microsoft/DirectXShaderCompiler. Check the announcement on the DirectX Developer Blog earlier this week for more details. This is very exciting to my team, because we finally get to…

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PIX on Windows (beta) released

Tools are an incredibly important part of our work. Great tools allow us to look at the systems we’re developing, get a holistic sense of what’s going on and then zoom into the details we care about. Today PIX on Windows announced its beta release. If you work with D3D12 on Windows, you definitely owe it to yourself…

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Not Your Father’s Debugger

In case you missed it, the Debugging Tools for Windows blog recently posted about the new SDK and the availability of JavaScript extensibility. I used something like this a few years ago to do all sorts of interesting things, and I can definitely see myself doing more of this in the future. Something I learned…

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Directions for future HLSL development

In case you haven’t seen this, the DirectX 12 Advancements @GDC 2016 talk has Chas Boyd discussing a new compiler under development to target, in the HLSL Update section. The .pdf of the slides is here, in case you’re more into reading than listening. There’s a lot of content there, some more near-term and some…

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Thirty Years Ago, a Turbo Thing Happened

Turbo Pascal 3.0 was released 30 years ago. It was famously and rightly praised at its time – a small, user-friendly piece of software, it introduced a lot of people to the wonders of programming. Let’s take a moment to reflect on the long way we’ve come and recognize how much we owe to those…

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Universal Windows Platform and Xbox One

I posted a little while ago about some interesting things that come with the Windows 10 Anniversary Update, including the ability to target Xbox One with UWP. One thing I wanted to call out was that while you can use integrate Xbox Live usage on Windows 10 by joining ID@Xbox, you don’t need to do the…

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Understanding all_resources_bound in HLSL

The latest version of fxc includes a new switch, /all_resources_bound, documented here. The API equivalent is the D3DCOMPILE_ALL_RESOURCES_BOUND constant, described here. But what does it do? Direct3D 12 is much more flexible in how resource descriptors are laid out for the shader to consume. It is possible to have a resource be invalid (“unbound”) if…

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Windows 10 Anniversary Update now available

Earlier today, Windows 10 Anniversary Update began rolling out. If you don’t want to wait for the updates to come by, you can get it manually. What’s in it for developers? Quite a few things, actually. Here are some of my favorites. UWP app development on Xbox One. x:Bind implicitly converts bools and Visibility. How…

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