Displaying 5 results from an estimated 5 matches for "mojoshader".
2011 Jul 18
2
Generating OpenGL shaders from Direct3D shader bytecode
I saw on the LLVM mailing list some time ago that something like this was desired for Wine (but it was talking about an LLVM backend then). I figured I'd contact you guys to tell you that I found something like this, MojoShader by Ryan Gordon (zlib licensed).
http://icculus.org/mojoshader/
http://hg.icculus.org/icculus/mojoshader/
Sorry if someone already suggested this, or if something like this has already been implemented.
2011 Mar 29
3
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
...project, they really want this).
Title: Microsoft Direct3D shader bytecode backend
Abstract:
There is a distinct lack of open-source frameworks for compiling HLSL,
the shader language used by Direct3D, into bytecode that D3D can
understand. Currently, the only such framework is Ryan Gordon's
MojoShader, whose HLSL compiler component is still under heavy
development. By utilizing LLVM, it may be possible to generate
high-performance shader code from HLSL, just as Apple is known to do for
GLSL. The first step is a backend to generate D3D bytecode from LLVM IR.
Content:
1. Proposal
Currently, the...
2011 Mar 29
0
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
...Title: Microsoft Direct3D shader bytecode backend
>
> Abstract:
>
> There is a distinct lack of open-source frameworks for compiling HLSL,
> the shader language used by Direct3D, into bytecode that D3D can
> understand. Currently, the only such framework is Ryan Gordon's
> MojoShader, whose HLSL compiler component is still under heavy
> development. By utilizing LLVM, it may be possible to generate
> high-performance shader code from HLSL, just as Apple is known to do for
> GLSL. The first step is a backend to generate D3D bytecode from LLVM IR.
>
> Content:
>...
2011 Mar 29
2
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
...ct3D shader bytecode backend
>
> Abstract:
>
> There is a distinct lack of open-source frameworks for compiling HLSL,
> the shader language used by Direct3D, into bytecode that D3D can
> understand. Currently, the only such framework is Ryan Gordon's
> MojoShader, whose HLSL compiler component is still under heavy
> development. By utilizing LLVM, it may be possible to generate
> high-performance shader code from HLSL, just as Apple is known to do for
> GLSL. The first step is a backend to generate D3D bytecode from LLVM IR.
>
>...
2011 Mar 29
0
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
...ckend
>>
>> Abstract:
>>
>> There is a distinct lack of open-source frameworks for compiling HLSL,
>> the shader language used by Direct3D, into bytecode that D3D can
>> understand. Currently, the only such framework is Ryan Gordon's
>> MojoShader, whose HLSL compiler component is still under heavy
>> development. By utilizing LLVM, it may be possible to generate
>> high-performance shader code from HLSL, just as Apple is known to do for
>> GLSL. The first step is a backend to generate D3D bytecode from LLVM IR.
&g...