Sooo, I want to sample mipmaps in a compute shader via "sampleGrad".

Does anyone know what the state-of-the-art is for deriving ddx and ddy for uv-coords in a compute shader?

I don't want to store the UV's derivatives in a G-buffer if possible.

#rendering #glsl #slang #hlsl #shader #gpgpu #vulkan #opengl

We're excited to announce that the slides and videos from the inaugural Shading Languages Symposium are now available! Catch up on all the proceedings and join us next year!

https://www.khronos.org/events/shading-languages-symposium-2026
#shading #shaders #programming #Slang #GLSL #HLSL #SPIRV #glslang #WESL #WGSL #OSL #Gigi #vkDuck

We are very excited for next week's Shading Language Symposium in San Diego!

This event will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and the role how new techniques such as neural graphics will play in shaping the future of real-time rendering.

Learn more: https://www.khronos.org/events/shading-languages-symposium-2026
#glsl #hlsl #osl #slang #spirv #wgsl

✨🎨 Breaking news: yet another tech genius spends holiday break inventing a #printf #hack for #HLSL because, clearly, what the world needs now is more ways to debug shaders. 🙄 Meanwhile, in a shocking turn of events, we discover people might actually want useful tools. Who would've guessed?! 💡🔍
https://www.abolishcrlf.org//2025/12/31/Printf.html #technews #shaderdebugging #innovation #HackerNews #ngated
An Experimental Approach to printf in HLSL

Bringing the best form of debugging to shaders!

Abolish \r\n
An Experimental Approach to printf in HLSL

Bringing the best form of debugging to shaders!

Abolish \r\n
🌘 在 HLSL 中實現 printf 函式的實驗性方法
➤ 打破 GPU 偵錯僵局:利用編譯器黑魔法將 printf 帶入著色器世界
https://www.abolishcrlf.org//2025/12/31/Printf.html
在著色器開發過程中,缺乏直觀的偵錯工具一直是開發者的痛點,尤其是像 `printf` 這樣在 CPU 程式開發中極為普遍的功能。由於 GPU 的平行處理特性以及對字串處理的效能限制,在 HLSL 中實作 `printf` 具備極高挑戰性。本文作者 Chris Bieneman 提出了一種創新的實驗性方案,透過修改 DirectXShaderCompiler (DXC) 與 Clang,將複雜的字串處理與格式化邏輯移出 GPU,改在編譯時期生成字串表。這種方法不僅避免了著色器二進位檔的膨脹,更利用了 C++ 的可變參數模板(Variadic Templates)與 GPU 的 Wave 指令集,實現了高效且不依賴驅動程式更新的偵錯資訊輸出。
+ 這正是 DXC 長久以來缺失的功能!雖然目前
#HLSL #圖形程式設計 #編譯器技術 #著色器偵錯
An Experimental Approach to printf in HLSL

Bringing the best form of debugging to shaders!

Abolish \r\n

Early Bird pricing for the Shading Language Symposium ends on January 18th. Register now to attend this inaugural, ground-breaking event that will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and new techniques.

https://www.khronos.org/events/shading-languages-symposium-2026
#shaders #shading #language #programming #developer #GLSL #HLSL #OSL #Slang #SPIR-V #WGSL

PEAK: A Performance Engineering AI-Assistant for GPU Kernels Powered by Natural Language Transformations

#CUDA #HIP #HLSL #AI #LLM #NLP

https://hgpu.org/?p=30477

PEAK: A Performance Engineering AI-Assistant for GPU Kernels Powered by Natural Language Transformations

Advancements in large language models (LLMs) are showing promising impact in software development and programming assistance. However, these models struggle when operating on low-level backend code…

hgpu.org

We are excited to announce the Shading Language Symposium's conference program is now available!

Conference Program: https://www.khronos.org/events/shading-languages-symposium-2026
#shading #language #glsl #hlsl #osl #slang #spirv #wgsl #gpu #programming

Shading Languages Symposium 2026

Deploying and developing royalty-free open standards for 3D graphics, Virtual and Augmented Reality, Parallel Computing, Neural Networks, and Vision Processing

The Khronos Group