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

DirectXShaderCompiler Alternatives

Similar projects and alternatives to DirectXShaderCompiler

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a better DirectXShaderCompiler alternative or higher similarity.

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Reviews and mentions

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 2021-04-03.
  • What HLSL->SPIR-V compiler to use? | 2021-04-03
    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.) | 2021-04-03
    OOP features. HLSL has support for C++ like structs and classes that contain not just data but also methods. This is pretty much just syntactic sugar as it compiles down to flat functions that just take the object as the first parameter, but it might result in cleaner code. What was more useful were interfaces with which you could have some form of polymorphism, but it seems like dxc has cut that feature - I found it to be useful to define a BRDF in PBR shader code as an interface. That way I could have common lighting code, while also allowing the individual shaders to choose any BRDF they want by simply passing a different implementation, which the lighting code would then call its methods of. This still compiled down to flat code since it's all resolved statically.
  • Bye bye shaderc! | 2021-04-01
    Most games today write in HLSL first. This allows them to target DirectX (+XBox), and PS4, right away. If they also want to run on Vulkan, they use DXC to produce SPIR-V. Again, this is what people use today and put the money behind, not the GLSL->SPIRV path.
  • AAA games being ported to m1 Mac? | 2021-03-19
    This is definitely outside my area of expertise, but looking at the spec of the HLSL IR ( ) seems to suggest that type information is included or each resource binding. I imagine is has to, because it’s probably essential for final compilation (you need to know how to interpret the resource if you want to do data fetch - buffers and textures have different layouts).
  • Help First Time Using Xenia | 2021-02-19
    w> 00001924 Failed to load dxcompiler.dll, converted DXIL disassembly for debugging will be unavailable - if needed, download the DirectX Shader Compiler from and place the DLL in the Xenia directory


Basic DirectXShaderCompiler repo stats
1 day ago

microsoft/DirectXShaderCompiler is an open source project licensed under GNU General Public License v3.0 or later which is an OSI approved license.

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