PIX and playback adapter selection

This is probably my favorite feature of the release, announced here: a drop down to select which GPU to playback on. So you can go with WARP, and more importantly, if you have something like a Surface Book with multiple GPUs for example, you can target the one you specifically want. Enjoy!  


PIX support for raytracing shader tables

Damyan discusses the new PIX functionality over at PIX 1807.19 – Shader Table Viewer. Managing the various shaders requires care, and it’s great to have the tool. The other very useful thing to look at is the acceleration structures, but those were already supported. Enjoy!


Interactive Editor for the DirectX Shader Compiler

If you’ve been following along, welcome back! Otherwise, I recommend catching up on Viewing Optimization Passes in the DirectX Shader Compiler Editor. In addition to tweaking the pipeline configuration, there is also an Interactive Editor button you can click that will do bring up the window like the following. On the left-hand side you have…


Viewing Optimization Passes in the DirectX Shader Compiler Editor

A few days ago I showed how we can compile and disassemble a shader using the DirectX Shader Compiler Editor, then how to run that shader. Today I’m going to look at the optimizer instead. We’re starting again from the stock program available via Ctrl+N, and then when we click on the Optimizer tab, this…


Rendering in the DirectX Shader Compiler Editor

Last time we looked at how to disassemble a shader in the DirectX Shader Compiler Editor. If you looked carefully at the code inserted when you use Ctrl+N to include a new document, you’ll see that there’s an #ifdef’d section near the bottom. This #ifdef’ed section contains a bit of XML written in the same format…


Intro to the DirectX Shader Compiler Editor

One of the goodies that you get when you build the GitHub DirectX Shader Compiler yourself is the DirectX Shader Compiler Editor, casually referred to by its executable name ‘dndxc’. Building the DirectX Compiler Sources In case you’re wondering, that’s “dot net dxc” – it started off as a way to show how to call…


Using the GitHub dxcompiler.dll

The simplest way for shader authors to build their shaders is to install the Windows SDK. Along with all the other files that support Windows applications and games, you’ll get a command-line tool to build shaders (dxc.exe) as well as the the .dlls that support the actual functionality. If you have Visual Studio installed, you…


Last Month on DirectX Shader Compiler (2018-02-13)

In addition to the usual work on SPIR-V and conformance, here are a couple of good/interesting fixes: Lei Zhang provided a flag for pre-expanding macros when token-pasting. This flag modifies the preprocessor behavior to match fxc’s behavior and favors compatibility; the current default matches C++ behavior and favors header reuse across languages. Jeff Noyle fixed…


Last Week on DirectX Shader Compiler (2018-01-16)

A few things to note from last week. The hardware support section was updated with Intel driver version numbers and links. Ben has submitted a pull request for secure HLSL. This is mostly scaffolding for adding content to specify a suite to verify conformance at the language level, and aiming for a secure variant of…


Last Month on DirectX Shader Compiler (2018-01-09)

Well, not quite a month, but close enough. Happy New Year! The holiday season was mostly about fixing issues with the compiler, translations, and performance of generated code. Also, in case you missed it, we did the first release of binaries via GitHub with the v1.2.0-alpha release. This doesn’t (yet) include SPIR-V support, but we’re…