DirectX-Graphics-Samples
DirectXShaderCompiler
DirectX-Graphics-Samples | DirectXShaderCompiler | |
---|---|---|
15 | 33 | |
5,719 | 2,916 | |
0.6% | 0.9% | |
0.0 | 0.0 | |
about 1 month ago | 5 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.
DirectX-Graphics-Samples
-
Very early state of my DirectX 12 and EnTT based ECS Engine called "Orpheus"
I also looked at the Microsoft sample like this: https://github.com/microsoft/DirectX-Graphics-Samples
-
Normalizing SSAO occlusion result gives odd result than not normalizing
It looks like Microsoft has official DirectX samples available, including an SSAO demo if you want to take a look at that. It does seem very different compared to your approach though, so it may not be of any use to you.
-
"reportedly Apple just got absolutely everything they asked for and WebGPU really looks a lot like Metal. But Metal was always reportedly the nicest of the three modern graphics APIs to use, so that's… good?"
In my post I was using the generate mipmaps example to illustrate what I'm saying. In order to generate mipmaps in realtime in OpenGL you would simply make a call to generatemipmaps() or whatever it is called. In Vulkan it is more challenging because you have to do explicit resource management, but it isn't that bad still. In D3D12 you have to write your own compute shader https://github.com/Microsoft/DirectX-Graphics-Samples/blob/master/MiniEngine/Core/Shaders/GenerateMipsCS.hlsli
-
zeux.io - Meshlet size tradeoffs
I wrote a sample a few years ago which implements this technique.
-
Learning DirectX 12 in 2023
I eventually moved on to the official DirectX 12 Graphic Samples, which had isolated examples that were easier to learn from incrementally. The “Hello World” sample is the best starting point to get the renderer setup with a triangle. This repo is a great reference when you need to verify process and structure (like the order of operation of APIs). Whenever I had a strange bug in my app, I’d go back to these examples to do a diff and see what I was missing.
-
Good clean examples of DirectX engine code?
You probably want to take a look at the officiel DirectX samples page: https://github.com/microsoft/DirectX-Graphics-Samples It’s got samples covering a single topic each, which make them easier to digest, but there’s also the MiniEngine which is a render engine.
-
Where to start learning OpenGL or DirectX11 Graphics Programming with C++?
MiniEngine game engine
-
GOG 2022 update #2: our commitment to DRM-free gaming - GOG.com
Something about the Github sample did catch my eye:
-
What is the best way to learn directx?
Microsoft put out this: https://github.com/microsoft/DirectX-Graphics-Samples
-
AMD 6900XT -Raytracing score matching RTX 3080 in Port Royal
There is also this thing, but I never figured out how to compile that.
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 – 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
🤨 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?
Vulkan - Examples and demos for the new Vulkan API
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.
DirectXTK - The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++
glslang - Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.
directx12-seed - ✖🌱 A DirectX 12 starter repo that you could use to get the ball rolling.
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
D3D12MemoryAllocator - Easy to integrate memory allocation library for Direct3D 12
macOS_Wine_builds - Official Winehq macOS Packages
DxrTutorials
ShaderConductor - ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages
GettingStartedWithRTXRayTracing - Getting Started with RTX Ray Tracing
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.