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Description
HLSL has buffer, texture, and sampler types that need to be lowered to resource representations when lowered to DXIL and SPIR-V.
Milestones
Compile a runnable shader from clang (#7)
- [DirectX] DXIL "typed" resource handles and buffer operations llvm-project#101555
- [HLSL] Eliminate resource global variables from module llvm-project#104271
- [HLSL] Frontend handling of "typed" resource types and buffer operations llvm-project#101557
Compile particle_life.hlsl (#20)
- Structured buffers #88
- CBuffers #41
- Document the plan for how resource attributes map to DXIL and SPIR-V #68
- [HLSL] Document HLSL buffer types in the language spec #56
- Validation for resource element types #74
- Clean up early resource experiments #122
Compile a broad selection of compute shaders (#11)
- ConstantBuffer<T> support #109
- ByteAddressBuffer support #10
- Analysis based resource properties #124
- Handling of locally scoped resources references #125
- Resource dimension APIs #126
- Support arrays of resources #127
- Support dynamic resources #128
- Document support of resources inside user-defined structs #175
note: I've put a lot in the compute shaders milestone for now - it may make sense to shuffle some of this around.
Render Simple Triangle (#13)
Pixel and Vertex Shaders (#16)
- Sampler Feedback
Ray Tracing (#18)
- Ray tracing payloads
- Resources in libraries #123
V1 Release (#19)
- Work graph nodes
- Resources Backlog #46
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