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Examining AMD's RDNA 4 Changes in LLVM

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Re: Examining AMD's RDNA 4 Changes in LLVM

#2
I think we really need a minimal format for binary shaders (I really mean minimal). I wonder if mesa with ACO has one. GPU is all about performance, optimized assembly is more than appropriate. Still could have a reference implementation authored directly in SPIR-V (text->binary SPIR-V with a ssa checker), to avoid pulling those abominations of glsl or hlsl compilers (unless it exists plain and simple C written glsl or hlsl compilers to SPIR-V).

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Re: Examining AMD's RDNA 4 Changes in LLVM

#3
post #2

I think we really need a minimal format for binary shaders (I really mean minimal). I wonder if mesa with ACO has one. GPU is all about performance, optimized assembly is more than appropriate. Still could have a reference implementation authored directly in SPIR-V (text->binary SPIR-V with a ssa checker), to avoid pulling those abominations of glsl or hlsl compilers (unless it exists plain and simple C written glsl…

Not a glsl or hlsl compiler, but there is a C compiler that targets spirv and is written in C. Here's the repo: https://github.com/heroseh/hcc

Re: Examining AMD's RDNA 4 Changes in LLVM

#4
post #2

I think we really need a minimal format for binary shaders (I really mean minimal). I wonder if mesa with ACO has one. GPU is all about performance, optimized assembly is more than appropriate. Still could have a reference implementation authored directly in SPIR-V (text->binary SPIR-V with a ssa checker), to avoid pulling those abominations of glsl or hlsl compilers (unless it exists plain and simple C written glsl…

Not a glsl or hlsl compiler, but there is a C compiler that targets spirv and is written in C. Here's the repo: https://github.com/heroseh/hcc

Would it be that hard to make it understand glsl?

I have no idea how far apart glsl and C are.