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Marcelo's WebLog

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

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