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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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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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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