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[milestone] Compile a runnable shader from clang #7
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damyanp
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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
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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
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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
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[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
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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
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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
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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
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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)
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