spacehamster
spacehamster
The older commit without smart pointer works great
I've opened some issues https://github.com/spacehamster/DXDecompiler/issues/8 https://github.com/spacehamster/DXDecompiler/issues/9 > Refactor test directory (Perhaps a dedicated folder for each test case because of all the generated files?)\ i'm open to suggestions. > Fix...
Yes, I have considered LLVM for the IR. I referred to DXIL as SM6, they are essentially the same thing. The problem with DXIL is that all instructions are scalarized...
Going straight to high level LLVM IR would mean that we could not make use of the dxbc2dxil utility. DirectXShaderCompiler is able to output it's high level IR by using...
Using the previous shader as an example, [dxil-spirv](https://github.com/HansKristian-Work/dxil-spirv) gives the error `[ERROR]: Failed to parse blob.` when trying to convert a shader that has been processed with dxbc2dxil. It does...
I'd like to also mention that currently, designs similar to [HLSLcc](https://github.com/Unity-Technologies/HLSLcc) and [Direct3D Shader Crosscompiler](https://diglib.tugraz.at/download.php?id=5bebd963b73dd&location=browse) appear to be the most promising avenue, as they are able to perform type reconstruction...
I would say it is still very much a prototype. Bytecode parsing works, but the HLSL output is not valid at this stage.
@olie304 I plan to support DX9 Shaders (SM2, SM3), DX10 Shaders (SM4, SM5), and potentially DX12 shaders (SM6). The goal being readable and correct HLSL. I plan to throw out...
Thanks for the help with Produce and GenerateTypeTree. Debugging with logging to console had narrowed it down to something to do with object produce, I wasn't aware I had screwed...
Ah, I had assumed that it was automatically writing logs to `C:\Users\username\AppData\Local\Unity\Editor\Editor.log`, but it seems like you need to manually set a log path. I had been reading stale log...