On Sun, 26 Aug 2018 at 18:08, Manu <turkey...@gmail.com> wrote: > > On Sun, 26 Aug 2018 at 17:50, Nicholas Wilson via Digitalmars-d > <digitalmars-d@puremagic.com> wrote: > > > > On Monday, 27 August 2018 at 00:26:35 UTC, Manu wrote: > > > Yeah, i've been following both those efforts. > > > I don't have any free time to motivate this stuff on my own > > > right now. > > > I'm just listing all the things (because Walter asked me to). > > > > > > > Fair enough. I suppose you'd need namespaces working first anyway > > to get much out of those tools. > > > > > Incidentally, what's the state of DCompute stuff lately? Did the > > > front-end ever get a polish pass? > > > That's actually another really high-value ticket that I could > > > use to > > > gain a lot of leverage, if it's at a place where you'd want to > > > show it > > > to developers... > > > Mostly, just a good set of step-by-step docs would make all the > > > difference. > > > > Mostly I've been stupidly busy with uni but I'm now FREEEEEEE! > > > > I'm going to wait for the LLVM 7 release (very soon) and then get > > things going again: testing, atomics, docs, API contracts etc. > > I'll post to Announce when I've done all that. I'm still waiting > > for the Khronos folks to get back to me to get the SPIRV backend > > into upstream LLVM. > > > > You're mostly interested in CUDA, right? That should be much > > easier to get shipshape. > > Actually, I'm really mostly interested in DX12 shader output right > now... I think there are tools that can convert LLVM to DX shaders? I > haven't looked into it yet, but it's on my backlog. > Next would be SPIRV for Vulkan.
This looks promising: https://blogs.msdn.microsoft.com/directx/2017/01/23/new-directx-shader-compiler-based-on-clangllvm-now-available-as-open-source/