HLSL Compiler

本文探讨了为Wine项目开发一个开源HLSL编译器的需求,该编译器将支持从DirectX HLSL到DirectX shader字节码的转换,并可能进一步扩展到Direct3D 10和11。文章列举了几种可能的技术路线,并汇总了一些已有的HLSL编译器项目。

摘要生成于 C知道 ,由 DeepSeek-R1 满血版支持, 前往体验 >

(See also DirectX-Shaders and DirectX-ToDo )

Many projects - Wine included - could use an open source HLSL compiler.

Wine in particular needs one that accepts the DirectX HLSL and outputs the DirectX shader bytecode. At the moment it's enough to target Direct3D 9 HLSL/bytecode, later Wine will also need to extend it to Direct3D 10 and 11.

There are several ways to approach building a compiler:

  • write an ad hoc compiler using lex and yacc, without much of an optimizer (like Mesa has for GLSL)
  • ditto, but use a well-known IR representation so a good optimizer could be borrowed later
  • write the compiler using an existing compiler toolkit (like LLVM or maybe Open64)

It's not clear yet what the best path is, they probably all merit some exploration.

Here are a few HLSL-compiler-like things that have been spotted in the wild:

Wine patches

Compilers that read HLSL (and their target languages)

Parsers

Compiler Backends that output shader assembly

Glue to interface Mesa's ad-hoc GLSL compiler to LLVM IR

Related Pages

Not very related pages

Discussion


CategoryCompilers CategoryGraphics

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值