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Showing content from https://github.com/microsoft/DirectXShaderCompiler/wiki/Language-Versions below:

Language Versions · microsoft/DirectXShaderCompiler Wiki · GitHub

Just like DirectX Shader Compiler supports multiple Shader Model that evolve over time to reflect hardware capabilities, so does it support multiple language versions. Language versions are typically named after the year of their release, and will occasionally be required to address features of specific shader models (for example, new primitive data types).

Additions of new intrinsics are typically considered shader model revisions, unless they also affect the type system.

The currently enabled language version can be accessed from within the shader code using the Predefined Version Macro __HLSL_VERSION.

This is the version of the HLSL language supported by fxc. It is only partially supported by the DirectX Shader Compiler, mostly with the goal of enabling basic tooling scenarios that require an abstract syntax tree.

This is the first version of the HLSL language that the DirectX Shader Compiler can compile to DXIL. It adds support for int64_t and uint64_t and their vector and matrix forms. It also removes some features from HLSL 2015, see Porting shaders from FXC to DXC.

This version adds enum and enum class declarations.

This version adds width-specific types for floats and ints, for 16, 32 and 64 bit widths.

This version adds support for various C++ style features:

For more detail see HLSL 2021

Some features have been added that aren't exactly considered language changes or tied to an HLSL version, and also not tied to a specific shader model. One such feature is ByteAddressBuffer Load Store Additions.


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