Note
Access to this page requires authorization. You can try signing in or changing directories.
Access to this page requires authorization. You can try changing directories.
Improving the world one entity at a time (now tweeting on @mlrdev)
This is probably my favorite feature of the release, announced here: a drop down to select which GPU...
Date: 01/07/2019
Damyan discusses the new PIX functionality over at PIX 1807.19 – Shader Table Viewer. Managing the...
Date: 07/30/2018
If you've been following along, welcome back! Otherwise, I recommend catching up on Viewing...
Date: 04/09/2018
A few days ago I showed how we can compile and disassemble a shader using the DirectX Shader...
Date: 04/06/2018
Last time we looked at how to disassemble a shader in the DirectX Shader Compiler Editor. If you...
Date: 04/05/2018
One of the goodies that you get when you build the GitHub DirectX Shader Compiler yourself is the...
Date: 04/04/2018
The simplest way for shader authors to build their shaders is to install the Windows SDK. Along with...
Date: 03/06/2018
In addition to the usual work on SPIR-V and conformance, here are a couple of good/interesting...
Date: 02/13/2018
A few things to note from last week. The hardware support section was updated with Intel driver...
Date: 01/16/2018
Well, not quite a month, but close enough. Happy New Year! The holiday season was mostly about...
Date: 01/09/2018
What's new? Lots of SPIR-V work. 16-bit tests are coming along! We're leveraging the scripts under...
Date: 12/12/2017
Lots of SPIR-V activity over the last week, some fixes, as well as some improvements to dndxc....
Date: 11/28/2017
The Windows SDK includes a number of files that can be used for development. There are three files...
Date: 11/22/2017
In addition to the usual fixes and SPIR-V progress, here are a couple of highlights. dxc will now...
Date: 11/21/2017
A great week for people who like to keep their bit widths in check. ByteAddressBuffer gets new...
Date: 11/14/2017
Proudly presenting: Fixes, SPIR-V improvements and bunch of new issues filed - thanks czw831024 and...
Date: 11/07/2017
Busy week! Better quality in code generation, should make it easier for back-ends to generate more...
Date: 10/18/2017
A few months ago I discussed how to invoke the compiler from your code. Today I want to discuss what...
Date: 10/13/2017
What's been happening lately? Shader debug instrumentation is now available. The...
Date: 10/11/2017
On the HLSL side, we've kept on adding support for float16, improving coverage, and fixing bugs....
Date: 09/29/2017
This past week was relatively quiet - it was a short week and the team was busy with a bunch of...
Date: 09/10/2017
Lots of SPIR-V activity, bug fixes, and more float16 support, as has been the case recently. Some...
Date: 09/01/2017
Oh me, oh my, how time flies - a month since the last update! Hopefully I'll get back to weekly...
Date: 08/25/2017
A lot of activity this last week, as usual here are some highlights. Some dia improvements,...
Date: 07/26/2017
Bryan Langley has posted about GPUs in the task manager. Definitely worth reading, as there are a...
Date: 07/21/2017
Lots and lots of fixes coming in lately, and some interesting highlights. More functionality for PIX...
Date: 07/18/2017
This post describes the implementation of the custom memory allocator in dxcompiler. At some point,...
Date: 07/08/2017
What's been going on recently? For one thing, lots of paying attention to the DXIL validation...
Date: 06/21/2017
The highlights are a number of test improvements as well as the following. A new lower static global...
Date: 06/06/2017
Last week on HLSL there was relatively little activity, given the Memorial Day weekend and the...
Date: 05/30/2017
Last week we had bug fixes as codegen cleanup as pretty much every week, including a bunch of work...
Date: 05/24/2017
In addition to a whole bunch of fixes and improvements, last week was interesting because we saw the...
Date: 05/17/2017
As per usual, lots of good stuff went in. Improved versioning; more components are starting to...
Date: 05/10/2017
"A Day Late Edition" Support for the next revision of DXIL is starting to trickle in, along with...
Date: 05/03/2017
This was a very forward-looking week. SM 6.1, DXIL 1.1 and HLSL 2017. Disabled CSE. Doing the...
Date: 04/25/2017
As always, lots of goodness went into the compiler. Here are some highlights. - Constant arrays are...
Date: 04/18/2017
Starting this to keep track of interesting developments in the shader compiler. The biggest news was...
Date: 04/11/2017
Head over to the Building Apps blog and check out today's updates: Windows 10 Creators Update is now...
Date: 04/05/2017
If you are used to building HLSL with fxc.exe, your build process can now use dxc.exe to compile...
Date: 03/27/2017
If you've already followed the instructions in the README.md to get started, congratulations! We...
Date: 02/04/2017
The README.md file in the repo for the DirectX HLSL Compiler provides the steps on how to build the...
Date: 02/01/2017
My last post on HLSL development was a while ago. I'm happy to announce in this post that the code...
Date: 01/28/2017
Tools are an incredibly important part of our work. Great tools allow us to look at the systems...
Date: 01/18/2017
In case you missed it, the Debugging Tools for Windows blog recently posted about the new SDK and...
Date: 11/16/2016
In case you haven’t seen this, the DirectX 12 Advancements @GDC 2016 talk has Chas Boyd discussing a...
Date: 09/01/2016
Turbo Pascal 3.0 was released 30 years ago. It was famously and rightly praised at its time - a...
Date: 09/01/2016
I posted a little while ago about some interesting things that come with the Windows 10 Anniversary...
Date: 08/24/2016
The latest version of fxc includes a new switch, /all_resources_bound, documented here. The API...
Date: 08/19/2016
If you work with tools that manipulate shaders, you might find yourself at some point wondering what...
Date: 11/09/2015