DirectXShaderCompiler VS shaderc

Compare DirectXShaderCompiler vs shaderc and see what are their differences.

DirectXShaderCompiler

This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang. (by microsoft)

shaderc

A collection of tools, libraries, and tests for Vulkan shader compilation. (by google)
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DirectXShaderCompiler shaderc
33 11
2,882 1,726
3.0% 2.4%
0.0 7.6
5 days ago 20 days ago
C++ C++
GNU General Public License v3.0 or later GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

DirectXShaderCompiler

Posts with mentions or reviews of DirectXShaderCompiler. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-02-10.

shaderc

Posts with mentions or reviews of shaderc. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-08-05.
  • 2D Anime Computer Graphics. A humble beginning.
    2 projects | /r/GraphicsProgramming | 5 Aug 2022
    Do you mean how to compile Spir-V at runtime? shaderc repo has an example https://github.com/google/shaderc/tree/main/examples/online-compile
  • Shader package - First look at shader command-line tool
    2 projects | /r/FlutterDev | 26 May 2022
    _ _ ___| |__ __ _ __| | ___ _ __ / __| '_ \ / _` |/ _` |/ _ \ '__| \__ \ | | | (_| | (_| | __/ | |___/_| |_|\__,_|\__,_|\___|_| shader helps you with compiling your GLSL files into SPIR-V byte code. Examples: | > shader --webservice | | Use webservice to automatically compile all *.glsl files in this project. | > shader --webservice --watch | | Watch for file system changes and use webservice to compile *.glsl files. | > shader --webservice --dart | | Generates a .dart-file with a loading function instead of byte code. | > shader --webservice --put-in-assets | | Places compiled files into the Flutter assets directory. | > shader --local /path/to/shaderc | | Use local executable of glslc by pointing to a directory to look for it. Usage: -s, --webservice Use a hosted webservice to compile local *.glsl files. -l, --local Use a local executable of the glslc compiler. Specify the path to a location where shader_cli should scan for the glslc executable. Download: https://github.com/google/shaderc -c, --custom-webservice Uses a self-hosted webservice to compile *.glsl files. You can download the webservice at: https://github.com/felixblaschke/shaderc_webservice -w, --watch Watches for file system changes and automatically recompiles the *.glsl files. -p, --path Defines a directory path to scan for files to compiler. If unset, it will use current working directory. -a, --put-in-assets Places the compiled files into this project's assets directory. -d, --dart Generates Dart-file with embedded SPR-V byte code and a simple shader loading function. -h, --help Shows this help text. Updates and more information: https://pub.dev/packages/shader_cli
  • What are your (dynamic) shader workflows when targeting multiple backends (Vulkan and Metal)?
    2 projects | /r/vulkan | 19 May 2022
    I am working on an engine that targets Vulkan and Metal. I'm at the point now where I want to be able to dynamically update my shader at runtime to suit the type of data being sent in for drawing. I am currently using offline compilation for my GLSL (for Vulkan) and MSL (for Metal) shaders. What are your workflows for situations like this? For those using tools like SPIR-V Cross and shaderc, what has your experience been with these tools keeping up to date with the latest features in the specs?
  • This Week in Veloren #136: Economics, Naga
    2 projects | /r/Veloren | 15 Sep 2021
    shaderc (https://github.com/google/shaderc) is one such shader compiler. It does the job well enough and lets us compile our GLSL shader code into the SPIR-V assembly that the graphics drivers need. However, it's written mostly in C++ and has a rather complicated build system. This means that people wanting to compile Veloren need to install a variety of extra things to get shaderc working with Veloren.
  • What HLSL->SPIR-V compiler to use?
    4 projects | /r/vulkan | 3 Apr 2021
    From what I can tell, both glslang/shaderc and Microsoft's DirectXShaderCompiler can compile HLSL to SPIR-V code. Is there a consensus on which of these is the better compiler? (wrt to accuracy, optimisations, feature completeness, etc.)

What are some alternatives?

When comparing DirectXShaderCompiler and shaderc you can also consider the following projects:

glslang - Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.

naga - Universal shader translation in Rust

glslcc - GLSL cross-compiler tool (GLSL->HLSL, MSL, GLES2, GLES3, GLSLv3), using SPIRV-cross and glslang

rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧

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.

slang - Making it easier to work with shaders

shaderc-rs - Rust bindings for the shaderc library.

macOS_Wine_builds - Official Winehq macOS Packages

uVkCompute - A micro Vulkan compute pipeline and a collection of benchmarking compute shaders

ShaderConductor - ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages