Last Week on DirectX Shader Compiler (2017-11-28)

Lots of SPIR-V activity over the last week, some fixes, as well as some improvements to dndxc. There’s a nice little workflow coming together that I’m hoping to demo before the end of the year. On the documentation side of things, the Wiki gained a page on shader models and language versions. We’re using the Wiki as…

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DirectX Shader Compiler in the Windows SDK

The Windows SDK includes a number of files that can be used for development. There are three files included: dxc.exe. This is the command-line to run, which is the main scenario the Windows SDK addresses. dxcompiler.dll. This is the same dxcompiler.dll you know and love from the GitHub project. dxil.dll. This library only provides the…

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Last Week on DirectX Shader Compiler (2017-11-21)

In addition to the usual fixes and SPIR-V progress, here are a couple of highlights. dxc will now output the version information for the underlying DLLs that it uses when displaying help. Byte address buffers loads and stores use a template syntax, instead of having named variations. This week is Thanksgiving week in the US,…

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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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