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[return to "Building the DirectX shader compiler better than Microsoft?"]
1. sylwar+sf[view] [source] 2024-02-10 12:41:06
>>emidoo+(OP)
I guess the less troublesome would be something like HLSL/GLSL->SPIR-V<->DXIL, or shaders could be authored directly in SPIR-V.

In vkd3d (from wine), I think you have a DXIL->SPIR-V translater (much more robust than any high level shading language converter since it is a much more simple intermediate language).

That said, apart from this abomination of llvm, is there a HLSL->DXIL compiler written in plain and simple C99 (namely which require NOT gcc or clang to compile)?

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2. slimsa+Rh[view] [source] 2024-02-10 13:10:21
>>sylwar+sf
Yes, SPIRV->DXIL does seem tempting and worth exploring. Very recently I learned Mesa has such a tool, spirv2dxil, though unsure how robust/featureful it is compared to HLSL->DXC->DXIL.
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3. sylwar+Qo2[view] [source] 2024-02-11 10:28:51
>>slimsa+Rh
I compile mesa every week and I missed that... lol.

That said, vkd3d(wine) is plain and simple C, and I suspect that mesa tool to be part of microsoft "push" in mesa, dirtying it with c++.

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4. slimsa+1c4[view] [source] 2024-02-12 03:04:12
>>sylwar+Qo2
are you saying vkd3d also has a SPIRV->DXIL converter? I imagine it having the opposite (DXIL->SPIRV)
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5. sylwar+Hz6[view] [source] 2024-02-12 20:32:31
>>slimsa+1c4
Nope, I said vkd3d has a DXIL->SPIRV converter (since it runs dx12 on vulkan), not a SPIR-V->DXIL (which would be running vulkan on dx12).
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6. slimsa+lF7[view] [source] 2024-02-13 04:08:06
>>sylwar+Hz6
makes sense, thanks :) Just wanted to check I didn't miss something haha!
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