So, Microsoft is making an opensource HLSL-to-almost-LLVM compiler, and Khronos is making an opensource HLSL/GLSL-to-almost-LLVM compiler.

Apple MetalSL is almost C++ (and new HLSL will get closer to C++). Although Apple's compiler is not open-source.

https://twitter.com/zeuxcg/status/710698923216621568

https://www.pcper.com/news/Graphics-Cards/Microsoft-Publishes-HLSL-Shader-Model-60-MSDN-Docs

https://msdn.microsoft.com/en-us/library/windows/desktop/mt733232%28v=vs.85%29.aspx#hardware_capability

Microsoft Publishes HLSL Shader Model 6.0 MSDN Docs
Subject: Graphics Cards | August 2, 2016 - 07:37 AM | Scott Michaud
Tagged: windows 10, vulkan, microsoft, DirectX 12

Update (August 3rd @ 4:30pm): Turns out Khronos Group announced at SIGGRAPH that Subgroup Instructions have been recently added to SPIR-V (skip video to 21:30), and are a "top priority" for "Vulkan Next". Some (like WaveBallot) are already ARB (multi-vendor) OpenGL extensions, too.

Original post below:

DirectX 12's shading language will receive some new functionality with the new Shader Model 6.0. According to their GDC talks, it is looking like it will be structured similar to SPIR-V in how it's compiled and ingested. Code will be compiled and optimized as an LLVM-style bytecode, which the driver will accept and execute on the GPU. This could make it easy to write DX12-compatible shader code in other languages, like C++, which is a direction that Vulkan is heading, but Microsoft hasn't seemed to announce that yet.

View Full Size

This news shows a bit more of the nitty gritty details. It looks like they added 16-bit signed (short) and unsigned (ushort) integers, which might provide a performance improvement on certain architectures (although I'm not sure that it's new and/or GPUs exist the natively operate upon them) because they operate on half of the data as a standard, 32-bit integer. They have also added more functionality, to both the pixel and compute shaders, to operate in multiple threads, called lanes, similar to OpenCL. This should allow algorithms to work more efficiently in blocks of pixels, rather than needing to use one of a handful of fixed function calls (ex: partial derivates ddx and ddy) to see outside their thread.

When will this land? No idea, but it is conspicuously close to the Anniversary Update. It has been added to Feature Level 12.0, so its GPU support should be pretty good. Also, Vulkan exists, doing its thing. Not sure how these functions overlap with SPIR-V's feature set, but, since SPIR was original for OpenCL, it could be just sitting there for all I know.

https://blogs.msdn.microsoft.com/chuckw/2012/05/07/hlsl-fxc-and-d3dcompile/

With Visual Studio 2012 or later, HLSL and the FXC.EXE tool is now integrated into build environment and the Windows 8.x SDK / Windows 10 SDK. If you add .hlsl and .fx extension files to your project, there are properties for controlling how the HLSL compiler is invoked as part of your build including target profile, entry point name, etc. The resulting compiled shader uses the default extension of .cso (Compiled Shader Object). The texture editor supports HLSL colorization, and the Visual Studio Graphics Diagnostics feature provides support for debugging HLSL as well.

微软的HLSL Shader Model 6.0 compiler要转向LLVM了,开源的节奏. Apple/Khronos都有各自计划的更多相关文章

  1. Shader Model 3.0:Using Vertex Textures SM3:使用顶点纹理 (NVIDIA spec, 6800支持使用D3DFMT_R32F and D3DFMT_A32B32G32R32F的纹理格式实现Vertex Texture。)

    翻译者 周波 zhoubo22@hotmail.com 版权所有 Philipp Gerasimov Randima (Randy) Fernando Simon Green NVIDIA Corpo ...

  2. Asm Shader Reference --- Shader Model 2.0 part

    ps部分 ps_2_0 概览   Instruction Set                                   Name Description Instruction slot ...

  3. Asm Shader Reference --- Shader Model 3.0 part

    ps部分 概览   Instruction Set                                       Name Description Instruction slots S ...

  4. Shader Model 版本与DirectX的关系(OpenGL对应的呢?)

    http://blog.sina.com.cn/s/blog_6e521a600100q4dr.html DX9还是能支持到固定管线的,虽然说是在内部被转换成shader: DX10明确不再支持固定管 ...

  5. Unified shader model

    https://en.wikipedia.org/wiki/Unified_shader_model In the field of 3D computer graphics, the Unified ...

  6. HLSL Shader编程基础总结

    转自:https://blog.csdn.net/Blues1021/article/details/47093487 基本前提概念 Shader是一种映射到GPU硬件汇编语言上的高级语言,Shade ...

  7. iis重写模块实现程序自动二级域名,微软提供的URL重写2.0版本适用IIS以上

    在iis7以后微软提供了url重写2.0版本,可以通过安装重写组件来实现.适用于iis7以上版本. 安装有两种方式可以选择,一是下载安装文件,二是通过“web平台安装程序”安装 1.下载安装文件 下载 ...

  8. 微软推出ASP.NET Core 2.0,并支持更新Visual Studio 2017

    微软推出ASP.NET Core 2.0的一般可用性,并发布.NET Core 2.0.该公司还推出了其旗舰集成开发环境(IDE)的更新:Visual Studio 2017版本15.3和Visual ...

  9. Asm Shader Reference --- Shader Model 2.x part

    ps部分 概览   Instruction Set                                       Name Description Instruction slots S ...

随机推荐

  1. coding.net就这么横空出世

    各位新生们好: 看罢以上的开场白博客,我们也算初步完成了一个小程序——hello world.再进一步想下去,若我们程序写大了,要不停修改了(1000行代码不长,只争朝夕:-D),该如何保存呢?保存到 ...

  2. phpstorm的使用教程

    1.设置行号:file->settings->Editor->Appearance->Show line numbers 2.设置字体和背景 :file->setting ...

  3. C++代码重构——从C global到C++ template

    在学数据结构的时候,我常有这样目标--写出能够最大程度复用的代码(算法正确,封装优秀).我常想--如何能在短时间内达成"算法正确,封装优秀"这样的目标.经过一段时间的摸索,我的结论 ...

  4. jquery ajax 请求参数详细说明 及 实例

    url: 要求为String类型的参数,(默认为当前页地址)发送请求的地址. type: 要求为String类型的参数,请求方式(post或get)默认为get.注意其他http请求方法,例如put和 ...

  5. Monkeyrunner 常用按键

    MonkeyRunner常用的按键介绍 Home键:KEYCOD_HOME   Back键:KEYCODE_BACK  send键:KEYCODE_CALL  end键:KEYCODE_ENDCALL ...

  6. NSString相关操作

    //创建一个字符串对象 NSString * str_1 = @"Hello"; //字面量方法 ; NSString * str_2 = [NSString stringWith ...

  7. 异或之(bzoj 3689)

    Description 给定n个非负整数A[1], A[2], --, A[n].对于每对(i, j)满足1 <= i < j <= n,得到一个新的数A[i] xor A[j],这 ...

  8. VIM退出命令

    注意:这些命令前面都有一个冒号: 当编辑完文档,准备退出Vi返回到shell时,能够使用以下几种方法之一. 在命令模式中,连按两次大写字母Z,若当前编辑的文档曾被修改过,则Vi保存该文档后退出,返回到 ...

  9. iOS文件类型判断

    最近在做的东西有下载zip,只是服务器发送过来的是二进制,需要根据二进制来判断是什么类型的文件,从而进行保存操作.起初很不理解,到后来发现可以通过二进制的前2位的ascii码来进行判断.如下: // ...

  10. Linux常用命令组合

    1.删除除某个文件或文件夹外的所有的内容 ll |grep -v test |xargs rm -rf find . -maxdepth 1 -type d|grep -v test|xargs rm ...