SaaSHub helps you find the best software and product alternatives Learn more โ
DirectXShaderCompiler Alternatives
Similar projects and alternatives to DirectXShaderCompiler
-
LearnOpenGL
Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
-
llvm-project
The LLVM Project is a collection of modular and reusable compiler and toolchain technologies.
-
InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
-
WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
-
filament
Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
-
DirectXTK
The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++
-
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.
-
glslang
Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.
-
DirectXMath
DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps
-
ShaderConductor
ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages
-
SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
DirectXShaderCompiler reviews and mentions
-
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...
-
Vcc โ 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
-
Shader Compilation
Use DXC and only HLSL for your main shader editing.
-
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.
-
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)
-
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.
-
Using WebGPU as a graphics API for native C++ applications
๐คจ 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?
-
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.
-
Learning DirectX 12 in 2023
DirectX Shader Compiler
-
A note from our sponsor - SaaSHub
www.saashub.com | 25 Apr 2024
Stats
microsoft/DirectXShaderCompiler is an open source project licensed under GNU General Public License v3.0 or later which is an OSI approved license.
The primary programming language of DirectXShaderCompiler is C++.
Popular Comparisons
- DirectXShaderCompiler VS shaderc
- DirectXShaderCompiler VS glslang
- DirectXShaderCompiler VS rust-gpu
- DirectXShaderCompiler VS macOS_Wine_builds
- DirectXShaderCompiler VS ShaderConductor
- DirectXShaderCompiler VS SPIRV-Cross
- DirectXShaderCompiler VS slang
- DirectXShaderCompiler VS DirectXTK
- DirectXShaderCompiler VS xshade
- DirectXShaderCompiler VS Vulkan
Sponsored