I’m going to be standardized!
Read about it on the DirectX blog:
I’m going to be standardized!
Read about it on the DirectX blog:
The HLSL and DirectX teams are doing a cool thing! Read about it here:
https://devblogs.microsoft.com/directx/directx-adopting-spir-v/
Today the Direct3D and HLSL teams are excited to share some insight into the next big step for GPU programmability. Once Shader Model 7 is released, DirectX 12 will accept shaders compiled to SPIR-V™. The HLSL team is committed to open development processes and collaborating with The Khronos® Group and LLVM Project. We’re sharing this […]
Welp, we’re doing a thing… hope y’all like it!
https://devblogs.microsoft.com/directx/open-sourcing-dxil-validator-hash/
Today the HLSL team is announcing plans to open source the DXIL validator hashing algorithm and include it in the DirectXShaderCompiler sources on GitHub. If you’re wondering what any of that means, strap in! DXIL Validator To understand the DXIL Validator you first need to understand a few basics of what DXIL is. DXIL, the […]
DXC 1.8.2405 is available now! This release includes two super cool new things:
* The first HLSL 202x feature (conforming literals)!
* Our first Clang-cl built Windows binaries!
Read all about it here:
https://devblogs.microsoft.com/directx/dxc-1-8-2405-available/
The HLSL team is excited to announce DXC 1.8.2405 which is a packed release! In addition to a healthy assortment of bug fixes and quality of life improvements, this release features two things we’re really excited about. First this is the first DXC release to contain Windows binaries built with Clang alongside the binaries built with MSVC,
The Conforming Literals proposal for HLSL 202x is now under review. Read the full proposal text here:
https://github.com/microsoft/hlsl-specs/blob/main/proposals/0017-conforming-literals.md
Please leave comments and feedback here:
https://github.com/microsoft/hlsl-specs/issues/211
All feedback is greatly appreciated (in favor, opposition, or constructive suggestions)!