directx12-seed
DirectXShaderCompiler
directx12-seed | DirectXShaderCompiler | |
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1 | 33 | |
112 | 2,916 | |
- | 0.9% | |
10.0 | 0.0 | |
almost 2 years ago | 6 days ago | |
C++ | C++ | |
The Unlicense | GNU General Public License v3.0 or later |
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directx12-seed
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Learning DirectX 12 in 2023
I’ll be honest, this also was nice - but didn’t do a good job of explaining relationships between parts of the pipeline. It’s likely because they also have a book you can buy that goes into more detail. I also had issues spinning up the directx12-seed repo. Since my PC / graphics card doesn’t support all the DX12 features (like raytracing), the app would error out instead of running. As someone new to DirectX 12, stuff like this is an immediate productivity killer.
DirectXShaderCompiler
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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.
https://github.com/microsoft/DirectXShaderCompiler
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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?
DirectX-Graphics-Samples - This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications on Windows.
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.
UnrealEngine - UnrealEngine 1998
glslang - Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.
Xbox-GDK-Samples - Game development samples published by the Xbox Advanced Technology Group using the Microsoft GDK.
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
DirectXTK12 - The DirectX Tool Kit (aka DirectXTK12) is a collection of helper classes for writing DirectX 12 code in C++
macOS_Wine_builds - Official Winehq macOS Packages
DirectXTex - DirectXTex texture processing library
ShaderConductor - ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages
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