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[milestone] Compile a runnable shader from clang #7
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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
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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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