ssgl
DirectXShaderCompiler
ssgl | DirectXShaderCompiler | |
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13 | 33 | |
68 | 2,916 | |
- | 0.9% | |
2.1 | 0.0 | |
5 months ago | 5 days ago | |
C | C++ | |
MIT License | GNU General Public License v3.0 or later |
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ssgl
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[2023 Day 8 (Part 2)] [Dart] Is it normal that the code takes ages to run?
It's here. I made a post about it too, there's some details in the comments on how this works.
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[2023 Day 5 (Part 2)] [GLSL] If brute force doesn't work, you aren't using enough
Here I'm doing GLSL and running it via OpenGL on top of my own helper library (the main branch of the code repo explains it pretty well). For me it's the easiest way to code for a GPU by a wide margin, but I guess that's to be expected. For performance, the most important things here are using shared memory and persistent threads so there are less global reads and especially atomics (I wanted to do a local reduction on the end result but for whatever reason subgroup operations don't work on 64-bit integers and I didn't bother to write it out with shared memory)
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Why there aren't graphics APIs designed to be source compatible with the CPU side like CUDA?
Some of it is fine-grained control, some is how itβs nice to be able to treat shaders as separate entities, some is just different preference. But no actual limitation, in fact I built a thing for that on top of OpenGL.
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Why aren't there constantly more shading languages popping up all the time like other languages?
Include is probably your best bet there. Personally I use this system that I made, which borrows the single source programming model from CUDA so that shaders are just reinterpreted C++ code that can sit within the rest of the program. This means I can call the same functions from C++ and the shaders, and includes work just like any other includes.
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What are the best C++ talks that one should watch?
I also already have a library that gives compile time errors, by having the shaders just be a part of the C++ program :) This would also benefit slightly from having embedded files, as I wouldn't need to do the runtime hacks that are currently in place.
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Automatically selecting fragment shaders in a pipeline DSL based on vertex shader and bound samplers - good or bad idea?
As a side note, you may be interested in this library that someone posted on /r/GraphicsProgramming awhile ago. Haven't used it, but it seems like it might fit in with your general design philosophy.
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True story right now
Because mine is the most faithful reproduction of GLSL I've seen. Almost all features work the same in C++ as they do in shaders -- the notable difference is that you can't pass swizzles by reference, and inout arguments have to be defined with a slightly wonky syntax.
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Low-level OpenGL abstractions
The culmination of my attempts at wrapping OpenGL is ssgl, which foregoes basically all binding and lets you write shaders along C++ with semi-automatic lambda capture. The underlying implementation is filled with dragons, but from personal experience it's just bonkers how much nicer it is to work with compared to any other approach I've used.
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A simple way to enforce (standard) header include order?
I have a library that due to its nature (it defines a domain-specific language within C++) has to define macros for a bunch of words that some standard headers use as variable names. This causes the standard headers to completely break if my library headers are included before them, and the errors are less than intuitive. Is there a simple way to produce a meaningful error (like "library header must be included last") if a standard header is included after the library headers? Googling didn't help much, and at a quick glance standard headers don't appear to contain too many extremely common names that I could #define to static_assert or something. I'm fine with the sensible error being limited to a few of the big standard implementations, so the option of just going through the headers and finding enough such names is doable, but it'd be nice to have a cleaner solution.
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Learning OpenGL
Yeah, the state machine aspect does make debugging cumbersome, and it's very easy to forget some option in the wrong setting. But I don't fully agree with "a collection of spells", I think the steps to achieve something are (mostly) pretty straight forward. Though maybe memories go sweeter with time, I haven't written any binding code after making ssgl :-)
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 β 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
π€¨ 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?
slang - Making it easier to work with shaders
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.
Wisdom-Shaders - A Minecraft shaderspack. Offers high performance with high quality at the same time.
glslang - Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.
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.
rust-gpu - π Making Rust a first-class language and ecosystem for GPU shaders π§
SDL_shader_tools - Shader compiler and tools for SDLSL (Simple Directmedia Layer Shader Language)
macOS_Wine_builds - Official Winehq macOS Packages
SHADERed - Lightweight, cross-platform & full-featured shader IDE
ShaderConductor - ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages
Fwog - Froggy OpenGL Engoodener