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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.
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For more information, see the [Wiki](https://github.com/microsoft/DirectXShaderCompiler/wiki).
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Visit the [DirectX Landing Page](https://devblogs.microsoft.com/directx/landing-page/) for more resources for DirectX developers.
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## Downloads
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You can download the latest successful build's artifacts (built by Appveyor) for the main branch:
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| Downloads ||
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|-----------|--------|
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| Windows |[⬇](https://ci.appveyor.com/api/projects/dnovillo/directxshadercompiler/artifacts/build%2FRelease%2Fdxc-artifacts.zip?branch=main&pr=false&job=image%3A%20Visual%20Studio%202022)|
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.
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### Pre-built Releases
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Binary packages containing the output of this project are available from appveyor. Development kits containing only the dxc.exe driver app, the dxcompiler.dll, and the dxil.dll signing binary are available [here](https://github.com/microsoft/DirectXShaderCompiler/wiki/Releases), or in the [releases tab](https://github.com/microsoft/DirectXShaderCompiler/releases).
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Development kits containing only the dxc.exe driver app, the dxcompiler.dll, and the dxil.dll signing binary are available [here](https://github.com/microsoft/DirectXShaderCompiler/wiki/Releases), or in the [releases tab](https://github.com/microsoft/DirectXShaderCompiler/releases).
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i32, ; offset o2
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float) ; compare value
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Valid resource types and active components/offsets are the same as for the sampleCmp operation.
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Valid resource types and active coordinates/offsets are the same as for the sampleCmp operation.
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TextureLoad
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~~~~~~~~~~~
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i32, ; channel, constant in {0=red,1=green,2=blue,3=alpha}
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float) ; compare value
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Valid resource types and active components/offsets are the same as for the textureGather operation.
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Valid resource types and active coordinates/offsets are the same as for the textureGather operation.
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Texture2DMSGetSamplePosition
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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INSTR.BARRIERMODENOMEMORY sync must include some form of memory barrier - _u (UAV) and/or _g (Thread Group Shared Memory). Only _t (thread group sync) is optional.
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INSTR.BARRIERMODEUSELESSUGROUP sync can't specify both _ugroup and _uglobal. If both are needed, just specify _uglobal.
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INSTR.BARRIERNONCONSTANTFLAGARGUMENT Memory type, access, or sync flag is not constant
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INSTR.BARRIERREQUIRESNODE sync in a non-Node Shader must not sync node record memory.
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INSTR.BUFFERUPDATECOUNTERONRESHASCOUNTER BufferUpdateCounter valid only when HasCounter is true.
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INSTR.BUFFERUPDATECOUNTERONUAV BufferUpdateCounter valid only on UAV.
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INSTR.CALLOLOAD Call to DXIL intrinsic must match overload signature
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INSTR.EXTRACTVALUE ExtractValue should only be used on dxil struct types and cmpxchg.
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INSTR.FAILTORESLOVETGSMPOINTER TGSM pointers must originate from an unambiguous TGSM global variable.
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INSTR.HANDLENOTFROMCREATEHANDLE Resource handle should returned by createHandle.
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INSTR.ILLEGALDXILOPCODE DXILOpCode must be [0..%0]. %1 specified.
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INSTR.ILLEGALDXILOPFUNCTION '%0' is not a DXILOpFuncition for DXILOpcode '%1'.
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INSTR.IMMBIASFORSAMPLEB bias amount for sample_b must be in the range [%0,%1], but %2 was specified as an immediate.
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INSTR.INBOUNDSACCESS Access to out-of-bounds memory is disallowed.
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INSTR.MINPRECISIONNOTPRECISE Instructions marked precise may not refer to minprecision values.
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