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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GPUs in my task manager

Bryan Langley has posted about GPUs in the task manager. Definitely worth reading, as there are a number of reasonable but non-obvious decisions on how to best display aggregate data, and when shared resources are counted multiple times or not. Also having the driver version and DirectX version handily under the charts is very convenient,…

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Last Week on DirectX Shader Compiler (2017-07-18)

Lots and lots of fixes coming in lately, and some interesting highlights. More functionality for PIX use cases. Better support in some transforms to better deal with libraries of shaders. More rewriter flags to help with generating headers #includes that pull in code. Also, the dxil-2017-06 branch will likely go through some renames, as the…

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Custom Memory Allocation in dxcompiler

This post describes the implementation of the custom memory allocator in dxcompiler. At some point, the information here will likely make it into the repo itself along with other design notes. Motivation The DirectX Shader Compiler is mostly meant for offline usage, that is, compiling during the build process and not while the game or…

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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…

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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…

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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…

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