-
Notifications
You must be signed in to change notification settings - Fork 15
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[milestone] Compile a runnable shader from clang #7
Comments
damyanp
referenced
this issue
in llvm/llvm-project
Jun 26, 2024
Direct3D requires a PSV0 section to be present in the DXContainer in order to be able to load and use the shader. This change adds a minimal stub PSV0, with some hard-coded values, that are just enough to unblock loading into Direct3D. Contributes to #90129
lravenclaw
referenced
this issue
in lravenclaw/llvm-project
Jul 3, 2024
Direct3D requires a PSV0 section to be present in the DXContainer in order to be able to load and use the shader. This change adds a minimal stub PSV0, with some hard-coded values, that are just enough to unblock loading into Direct3D. Contributes to #90129
AlexisPerry
referenced
this issue
in llvm-project-tlp/llvm-project
Jul 9, 2024
Direct3D requires a PSV0 section to be present in the DXContainer in order to be able to load and use the shader. This change adds a minimal stub PSV0, with some hard-coded values, that are just enough to unblock loading into Direct3D. Contributes to #90129
damyanp
changed the title
[HLSL][DirectX] Compile a runnable shader from clang
[milestone] Compile a runnable shader from clang
Aug 1, 2024
This was referenced Aug 1, 2024
hekota
added a commit
to llvm/llvm-project
that referenced
this issue
Oct 18, 2024
…11207) Adds `@_init_resource_bindings()` function to module initialization that includes `handle.fromBinding` intrinsic calls for simple resource declarations. Arrays of resources or resources inside user defined types are not supported yet. While this unblocks our progress on [Compile a runnable shader from clang](llvm/wg-hlsl#7) milestone, this is probably not the way we would like to handle resource binding initialization going forward. Ideally, it should be done via the resource class constructors in order to support dynamic resource binding or unbounded arrays if resources. Depends on PRs #110327 and #111203. Part 1 of #105076
bricknerb
pushed a commit
to bricknerb/llvm-project
that referenced
this issue
Oct 21, 2024
…vm#111207) Adds `@_init_resource_bindings()` function to module initialization that includes `handle.fromBinding` intrinsic calls for simple resource declarations. Arrays of resources or resources inside user defined types are not supported yet. While this unblocks our progress on [Compile a runnable shader from clang](llvm/wg-hlsl#7) milestone, this is probably not the way we would like to handle resource binding initialization going forward. Ideally, it should be done via the resource class constructors in order to support dynamic resource binding or unbounded arrays if resources. Depends on PRs llvm#110327 and llvm#111203. Part 1 of llvm#105076
EricWF
pushed a commit
to efcs/llvm-project
that referenced
this issue
Oct 22, 2024
…vm#111207) Adds `@_init_resource_bindings()` function to module initialization that includes `handle.fromBinding` intrinsic calls for simple resource declarations. Arrays of resources or resources inside user defined types are not supported yet. While this unblocks our progress on [Compile a runnable shader from clang](llvm/wg-hlsl#7) milestone, this is probably not the way we would like to handle resource binding initialization going forward. Ideally, it should be done via the resource class constructors in order to support dynamic resource binding or unbounded arrays if resources. Depends on PRs llvm#110327 and llvm#111203. Part 1 of llvm#105076
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
This is a milestone on the way to getting full HLSL support in Clang.
For this milestone we need to be able to compile a simple compute shader such that the resulting DXBC container can pass validation and be signed by the DXC validator and can therefore be executed on a non-developer mode Windows desktop PC. The shader compiler binary should come from some kind of nightly build, rather than building locally.
Sample shader
Workstreams
Language (#21)
numthreads
entry attributeResource Binding (#23)
Semantics (#25)
SV_GroupIndex
andSV_DispatchThreadID
used with basic scalar/vector input types for target shader.Resources (#8)
DirectX Container (#9)
The text was updated successfully, but these errors were encountered: