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[D3D12] HLSL 6? #8164
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Hi @soufianekhiat, For SM 6 support, I think we'll have to introduce a companion feature flag to Direct3D 12 (say, As for the runtime module, we'd have to also adjust it for the feature flag, load the proper |
I'm still working on it. |
Just follow standard GitHub practice: fork the project on your own repo, create a branch there, and submit a pull request. Also, please run all the correctness tests locally if possible. |
Thanks, I'll share a part 1 of the changes here: |
@soufianekhiat Please open a PR from your repo branch to merge into Halide main. It will make it easier for us to review, provide feedback, and even run the build/test bots. |
By reading old messages:
#7072 (comment)
And this message:
Originally posted by @slomp in #7072 (comment)
Do we have a plan? How can I help?. I think we need to give more love of D3D12.
References:
https://github.com/microsoft/DirectXShaderCompiler/wiki/FAQ#how-does-the-new-compiler-integrate-into-the-windows-sdk
https://discourse.llvm.org/t/rfc-adding-hlsl-and-directx-support-to-clang-llvm/60783
https://github.com/microsoft/DirectXShaderCompiler/wiki/SPIR%E2%80%90V-CodeGen
https://github.com/Microsoft/DirectXShaderCompiler/blob/main/docs/SPIR-V.rst
https://microsoft.github.io/DirectX-Specs/d3d/HLSL_SM_6_6_Int64_and_Float_Atomics.html#integer-64-bit-capabilities
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