Dicebot on leaving D: It is anarchy driven development in all its glory.

Manu turkeyman at gmail.com
Mon Aug 27 01:10:17 UTC 2018


On Sun, 26 Aug 2018 at 18:08, Manu <turkeyman at gmail.com> wrote:
>
> On Sun, 26 Aug 2018 at 17:50, Nicholas Wilson via Digitalmars-d
> <digitalmars-d at 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/


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