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…

0

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…

0

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…

0

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…

0