#spirv

2026-03-13

The SPIR-V Working Group has issued a Request for Comment on a new extension proposal called SPV_KHR_poison_freeze. This extension proposes a method to provide tighter undefined values and require that instructions performing simple data transformations do not result in undefined behavior in common cases.

Learn more and give us your feedback!
github.com/KhronosGroup/SPIRV-
#SPIRV #programming #developers

2026-02-24

We're excited to announce that the slides and videos from the inaugural Shading Languages Symposium are now available! Catch up on all the proceedings and join us next year!

khronos.org/events/shading-lan
#shading #shaders #programming #Slang #GLSL #HLSL #SPIRV #glslang #WESL #WGSL #OSL #Gigi #vkDuck

Proceedings from the Shading Languages Symposium 2026 are now available!
Pekka Jääskeläinenpekka@fosstodon.org
2026-02-16

A journal article about chipStar is finally published! doi.org/10.1177/10943420261423

chipStar is a compilation tool/runtime for porting CUDA/HIP applications on OpenCL/SPIR-V-capable platforms. Its origin is in the HIPCL "prototype" developed within my research group mainly by Michal Babej. Then refined to chipStar in close collab with Argonne, Intel and Paulius Velesko (PGLC) among others. #opencl #spirv #cuda #ijhpca

The code is here: github.com/CHIP-SPV/chipStar

2026-02-03

We are very excited for next week's Shading Language Symposium in San Diego!

This event will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and the role how new techniques such as neural graphics will play in shaping the future of real-time rendering.

Learn more: khronos.org/events/shading-lan
#glsl #hlsl #osl #slang #spirv #wgsl

Join us at the Shading Languages Symposium next week in San Diego
2025-12-13

Photonic chips are real, not a dream. A startup in Europe is already making prototype GPU’s with them. Comes with a SPIR-V compiler.

youtube.com/watch?v=9tqOPS6x9l8

#photonics #computing #spirv

2025-11-11

We are excited to announce the Shading Language Symposium's conference program is now available!

Conference Program: khronos.org/events/shading-lan
#shading #language #glsl #hlsl #osl #slang #spirv #wgsl #gpu #programming

The Stride Shader System is currently undergoing a complete rewrite.

It will parse SDSL shaders to a superset of the SPIR-V intermediate language, specific to Stride.

For more details on what this means and a way to support this significant development, please see:

opencollective.com/stride3d/pr

#stride3d #spirv #shaders

2025-08-07

Khronos announced the inaugural Shading Languages Symposium, that will take place on February 12-13, 2026, in San Diego, California. The symposium will bring together developers, implementors, researchers, and technical artists to explore the current state and future development of #shading languages and real-time #rendering technologies. The open call for submissions for the symposium closes on October 12, 2025.

khr.io/1le
#glsl #hlsl #osl #slang #spirv #wgsl

Inaugural Shading Languages Symposium takes place February 12-13, 2026
2025-03-27

@pervognsen

We're probably on the same page about formal methods.

I wanted to point out a cool example I helped with: formalizing the structured control flow rules for SPIR-V.

dl.acm.org/doi/10.1145/3571253

This was a really nice blend of theory and practice to nail the details on a gnarly bit of the GPU intermediate language we know and love. And in the end the (prose) rules are easier to understand too.

#spirv

2025-02-18

I'm getting the material ready for my upcoming #GPGPU course that starts on March. Even though I most probably won't get to it,I also checked my trivial #SYCL programs. Apparently the 2025.0 version of the #Intel #OneAPI #DPCPP runtime doesn't like any #OpenCL platform except Intel's own (I have two other platforms that support #SPIRV, so why aren't they showing up? From the documentation I can find online this should be sufficient, but apparently it's not …)

2025-02-02

I've been writing quite a few SPIR-V modules by hand for testing lately. It's tolerable, but only barely.

My primary complaints are:

1. Verbosity. A test for a single instruction tends to be at least 20 lines and sometimes much more.
2. SSA is great for compilers, not so much for humans.
3. Getting all of the type declarations and capabilities right is annoying.

Is there a better way? #spirv

2024-12-09

Vulkan 1.4:

Glslang, Shaderc, and SPIRV-Tools updates have landed to be able to target Vulkan 1.4.
No major changes to Vulkan SPIR-V, so this is mostly about being able to specify Vulkan 1.4 in options lists.

These will be rolled into the next Vulkan SDK.

#vulkan #spirv

2024-11-28

Supongo que como tienen dinero a espuertas pueden seguir intentándolo.

Los drivers de las #Intel Arc utilizan #DXVK como implementación de #Direct3D en los casos que sea más rápido que la emulación de #D3D12 propia. gamingonlinux.com/2022/12/inte

#NVIDIA también utiliza DXVK en #RTX Remix. gamingonlinux.com/2022/09/nvid

Hace no mucho #Microsoft anunció que Direct3D pasaría a utilizar #SPIRV como lenguaje de shaders intermedio. Es decir, el #HLSL se compilará a SPIR-V en vez de #DXIL. Ya no hara falta hacer budú en DXVK para poder utilizar los shaders de Direct3D con drivers #Vulkan. (devblogs.microsoft.com/directx). Mientras no se marquen un embrace, extend, extinguish…

2024-11-14

Khronos' OpenCL Working Group has issued a Request for Proposal (#RFP) for OpenCL LLVM SPIR-V Backend. The goal of this project is to address and integrate specific functionalities that are currently available in the translator project but missing from the backend. All bids are due December 6, 2024.

Learn more: khronos.org/rfp/khronos-opencl
#LLVM #SPIRV #SPIR

The rust-gpu project now has two more maintainers. Happy to see the project gaining speed!

I'm using rust-gpu for most my Vulkan experiments these days. It's one of the enablers of my SDF-compiler toolchain. It lets you define linking points, which in turn allows me to link my SDF generated SPIR-V code into rust-gpu generated SPIR-V modules.

rust-gpu.github.io/blog/2024/1

#gamedev #cc #compilers #spirv #vulkan #rustlang #rust

2024-06-05

Finally got #HLSL -> #spirv -> running in #bevy! Just a simple compute shader for slope/normal/ocean detection at the moment. The spirv inpsector at khronos.org/spir/visualizer/ was a life saver! also, this is the first time ive use the build.rs in #rust suuuper handy for automatically recompiling the hlsl. Feels like bevy's Dx12 backend might need some love since i had to switch back to vulcan but so happy to have actually got it running.

Screenshot of a heightmap, its normals, slope measurement and ocean detection

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