Two Weeks of DirectX Shader Compiler (2016-06-20)

What’s been going on recently? For one thing, lots of paying attention to the DXIL validation version. This is important because it sets the constraints that have been applied to a given compiled shader. Once we release a new dxil.dll version, this becomes less of a concern as we need not maintain compatibility with prior…

0

Last Week on DirectX Shader Compiler (2017-06-06)

The highlights are a number of test improvements as well as the following. A new lower static global to allocas pass is available. This is used in the compilation pipeline when optimizations are enabled. The first set of design notes for SV_ViewID is now available in the Wiki. We’ll have more notes and tests as runtime…

0

Precise and IEEE Strictness in HLSL

Last week on HLSL there was relatively little activity, given the Memorial Day weekend and the awesome weather we had in Seattle. However, there were a few changes related to precise that I thought were worth commenting on. First, ‘precise’ doesn’t do anything to the numerical precision of any one operation. Instead, it indicates that…

0

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…

0

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…

0

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…

0

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…

0

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…

0

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…

0

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…

0