The DirectX Shader Compiler project includes a compiler and related tools used to compile High-Level Shader Language (HLSL) programs into DirectX Intermediate Language (DXIL) representation. Applications that make use of DirectX for graphics, games, and computation can use it to generate shader programs.
For more information, see the [Wiki](https://github.com/Microsoft/DirectXShaderCompiler/wiki).
The starting point of the project is a fork of the [LLVM](http://llvm.org/) and [Clang](http://clang.llvm.org/) projects, modified to accept HLSL and emit a validated container that can be consumed by GPU drivers.
At the moment, the DirectX HLSL Compiler provides the following components:
The goal of the project is to allow the broader community of shader developers to contribute to the language and representation of shader programs, maintaining the principles of compatibility and supportability for the platform. It's currently in active development across two axes: language evolution (with no impact to DXIL representation), and surfacing hardware capabilities (with impact to DXIL, and thus requiring coordination with GPU implementations).
As an example of community contribution, this project can also target the [SPIR-V](https://www.khronos.org/registry/spir-v/) intermediate representation. Please see the [doc](docs/SPIR-V.rst) for how HLSL features are mapped to SPIR-V, and the [wiki](https://github.com/Microsoft/DirectXShaderCompiler/wiki/SPIR%E2%80%90V-CodeGen) page for how to build, use, and contribute to the SPIR-V CodeGen.
Before you build, you will need to have some additional software installed. This is the most straightforward path - see [Building Sources](https://github.com/Microsoft/DirectXShaderCompiler/wiki/Building-Sources) on the Wiki for more options, including Visual Studio 2015 and Ninja support.
* [Visual Studio 2017](https://www.visualstudio.com/downloads). Select the following workloads: Universal Windows Platform Development and Desktop Development with C++.
* [Python](https://www.python.org/downloads/). Version 2.7.x is required, 3.x might work but it's not officially supported. You need not change your PATH variable during installation.
After cloning the project, you can set up a build environment shortcut by double-clicking the `utils\hct\hctshortcut.js` file. This will create a shortcut on your desktop with a default configuration.
Tests are built using the TAEF framework. Unless you have the Windows Driver Kit installed, you should run the script at `utils\hct\hctgettaef.py` from your build environment before you start building to download and unzip it as an external dependency. You should only need to do this once.
Some tests will run shaders and verify their behavior. These tests also involve a driver that can run these execute these shaders. See the next section on how this should be currently set up.
To run shaders compiled as DXIL, you will need support from the operating system as well as from the driver for your graphics adapter. Windows 10 Creators Update is the first version to support DXIL shaders. See the [Wiki](https://github.com/Microsoft/DirectXShaderCompiler/wiki/Running-Shaders) for information on using experimental support or the software adapter.
AMD's latest driver with support for DXIL 1.0 and Shader Model 6 in experimental mode is [Radeon Software Crimson ReLive Edition 17.4.2](http://support.amd.com/en-us/kb-articles/Pages/Radeon-Software-Crimson-ReLive-Edition-17.4.2-Release-Notes.aspx).
You can find documentation for this project in the `docs` directory. These contain the original LLVM documentation files, as well as two new files worth nothing:
This project has adopted the [Microsoft Open Source Code of Conduct](https://opensource.microsoft.com/codeofconduct/). For more information see the [Code of Conduct FAQ](https://opensource.microsoft.com/codeofconduct/faq/) or contact [opencode@microsoft.com](mailto:opencode@microsoft.com) with any additional questions or comments.