ShaderConductor
ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages (by microsoft)
DirectXShaderCompiler
This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang. (by microsoft)
Our great sponsors
ShaderConductor | DirectXShaderCompiler | |
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2 | 33 | |
1,711 | 2,902 | |
1.5% | 2.0% | |
0.0 | 0.0 | |
over 1 year ago | 7 days ago | |
C++ | C++ | |
MIT License | 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.
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.
ShaderConductor
Posts with mentions or reviews of ShaderConductor.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-04-27.
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Start project on Metal, port to DX11?
Have you seen this project: https://github.com/microsoft/ShaderConductor? It is maintained by Microsoft as well.
- I'm sick of shader caches. The way Steam Deck handles them needs to improve:
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.
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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...
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Vcc – The Vulkan Clang Compiler
There's no need for transpilers these days, you can just compile HLSL to SPIR-V bytecode with dxc.
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Shader Compilation
Use DXC and only HLSL for your main shader editing.
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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.
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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)
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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.
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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?
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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.
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Learning DirectX 12 in 2023
DirectX Shader Compiler
What are some alternatives?
When comparing ShaderConductor and DirectXShaderCompiler you can also consider the following projects:
shaderc-rs - Rust bindings for the shaderc library.
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.