Cauldron
DirectXShaderCompiler
Cauldron | DirectXShaderCompiler | |
---|---|---|
4 | 33 | |
876 | 2,918 | |
1.3% | 1.0% | |
0.0 | 0.0 | |
about 2 months ago | 3 days ago | |
C++ | C++ | |
MIT License | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Cauldron
-
Learning DirectX 12 in 2023
Cauldron is a 3D render engine framework that uses DirectX 12 or Vulkan as the backend. It was built by AMD for internal prototypes and projects. You use it like a static library and import it into your existing C++ app to use as a framework. It was built first using DirectX 12, then Vulkan support added later, so great project to analyze from that perspective.
-
[PROJECT HELP] Adding HDR support to DXVK for Windows use
see this to support hdr in vk: https://github.com/GPUOpen-LibrariesAndSDKs/Cauldron/blob/d22060043138b38e3aa01f766227ee0bd4e4f83e/src/VK/base/FreeSyncHDR.cpp
- DLSS vs FSR Image Quality Comparison in Back 4 Blood
-
Edge of Eternity Tech Q&A โ Midgar CEO on AMD FSR vs NVIDIA DLSS, PS5 vs XSX and More
Hes saying the TAA in Cauldron preserves more details, which it doesn't. It has sharpening to perceptually reduce blur. It's open source and you can find it here: https://github.com/GPUOpen-LibrariesAndSDKs/Cauldron/tree/master/src
DirectXShaderCompiler
-
Building the DirectX shader compiler better than Microsoft?
> We may support DXBC generation in Clang in the future (we mentioned that in the original proposal to LLVM). That work is unlikely to begin for a few years as our focus will be on supporting DXIL and SPIR-V generation first.
I appreciate this quote[0] from the microsoft camp. Setting clear expectations that something will not be done is a nice bit of fresh air.
[0] https://github.com/microsoft/DirectXShaderCompiler/issues/57...
-
Vcc โ The Vulkan Clang Compiler
There's no need for transpilers these days, you can just compile HLSL to SPIR-V bytecode with dxc.
https://github.com/microsoft/DirectXShaderCompiler
-
Shader Compilation
Use DXC and only HLSL for your main shader editing.
-
Apple's Game Porting Toolkit seems to have a D3DMetal.framework with full implementations of DirectX 12 to 9 on Metal
You can see libdxilconv in there, DXIL is the DirectX Intermediate Representation, documented in the open source shader compiler from Microsoft.
-
Proper way to access a read-only texture that has no sampler from an hlsl compute shader?
BTW, this problem can be reproduced as described below: - clone https://github.com/SaschaWillems/Vulkan.git - build the project and run it with arguments : -v - s hlsl to enable the validation layer and to use hlsl code - run ComputeShader project. The following validation error "Type mismatch on descriptor slot ..." will be shown in the console. - to fix it, as suggested above, you can replace the 3rd line of emboss.comp, sharpen.comp, and edgedetect.comp from: Texture2D inputImage : register(t0); //Creates validation errors to RWTexture2D inputImage : register(u0); //no validation errors (you'll then need to recompile the shaders to spv with a proper hlsl compiler such as Microsoft dxc)
-
Start project on Metal, port to DX11?
EDIT: There is also naga but it does not take HLSL as input: https://github.com/gfx-rs/naga but you can use DirectXShaderCompiler to compile to SpirV, then use naga to compile to Metal.
-
Using WebGPU as a graphics API for native C++ applications
๐คจ For a "refusal to acknowledge it", they do appear to have a rather sizeable document mapping between HLSL and SPIR-V? https://github.com/microsoft/DirectXShaderCompiler/blob/main/docs/SPIR-V.rst
- What amazing things do you guys do with LLVM?
-
Is SPIRV-Cross a valid option to target Metal from HSSL?
I am starting work on a compute-driven rendering engine, and it seems that the best way to go around it will be to write code in HSSL, and then use DirectXShaderCompiler to generate SPIR-V, and SPIRV-Cross to then generate MSL. And while DXSC's repo has a page on incompatibilities, no such resource seems to exist for SPIRV-Cross targeting Metal.
-
Learning DirectX 12 in 2023
DirectX Shader Compiler
What are some alternatives?
Xbox-GDK-Samples - Game development samples published by the Xbox Advanced Technology Group using the Microsoft GDK.
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.
explode - An easy utility for responding with standard HTTP/JSON error payloads in Plug- and Phoenix-based applications
glslang - Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.
dxvk - Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine
rust-gpu - ๐ Making Rust a first-class language and ecosystem for GPU shaders ๐ง
uri_template - RFC 6570 compliant URI template processor for Elixir
macOS_Wine_builds - Official Winehq macOS Packages
DirectXMath - DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps
ShaderConductor - ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages
DirectXTex - DirectXTex texture processing library
SPIRV-Cross - SPIRV-Cross is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.