Adding HLSL and DirectX Support to Clang and LLVM
discourse.llvm.org
discourse.llvm.org
Note that part of the thread specifically deals with the issues of SPIR-V being split into two different profiles (Shader for graphics and Kernel for compute APIs).
The Shader dialect, which is used for OpenGL 4.6 and Vulkan, is not exactly especially practical for general GPGPU use.
It's the Achilles' heel of Vulkan compute and significantly affects this effort too.
To the SPIR-V dialect used by OpenCL and oneAPI Level Zero is a production-ready exercise heavily used by Intel's oneAPI compute stack. However, note that neither NVIDIA nor AMD support SPIR-V in their OpenCL implementation.
Also as pointed out elsethread, now that buffer device address is starting to land, the friction to compile pointer-intense C++ code should decrease even more. These are exciting times!
[1]: https://github.com/seanbaxter/shaders#approaching-circle-sha...
(and indeed it helps significantly)
CUDA is the Nvidia GPU compute infrastructure and runtime. The native language is a variant of C++, but there are lots of ways to use CUDA from Python (very popular in the machine learning world), Julia, etc. It is an extremely mature and polished way to get access to high performance compute. The biggest downside is that it's Nvidia proprietary.
OpenCL is the older non-Nvidia standard infrastructure for GPU compute. It's languishing though. It is traditionally programmed in OpenCL C, but it does support other languages such as SYCL (another C++ dialect, similar in scope to CUDA C++).
HLSL is similar in that it's a language for programming GPU code, also derived from C (with some C++ sprinkled in), but it's different than CUDA and OpenCL in that it's primarily for graphics applications rather than general purpose compute. The line blurs a bit with the concept of "compute shader," which can be seen as a cut-down CUDA or OpenCL that runs inside the GPU graphics API. Compute shaders are becoming more powerful in each generation. That said, HLSL is overwhelmingly popular for game development, because the tools are so good.
This stuff is confusing. I haven't even touched on the different intermediate representations and the tools for converting between the different languages, of which there is an increasingly dense matrix.
> Additionally DXC can be used to generate SPIR-V which can then be used either with the Vulkan runtime or, through SPIR-V cross, converted to GLSL or Metal Shader Language for use with their respective APIs.
Is it like saying HSLS can be converted to GSLS or Metal Shaders by converting it to some intermediate representation first?
ouch!
I can think of a few off the top of my head (it ties you to an old llvm version) but at the same time, presumably you need to reduce the size on the wire of this format so you need some kind of bitcode, and since it seems to be a binary interface for GPU drivers which can't be changing regularly the choice seems as good as any other?
Note: these are all naive uneducated assumptions on my part, as I'm not well informed in this area.
Basically, microsoft published someone else's unstable, unsupported API.
LLVM IR provides upwards compatibility, that’s not what the issue is.
The issue is rather having your game binaries not work at all on older OS/driver releases when built with a newer LLVM version.
What I remain curious about, is whether NVIDIA will someday follow suite. IIRC CUDA is based on an oldish LLVM version. While there's an AMDGPU target that's actively developed, and a way for one to build CUDA with a recent LLVM version, it'd be great to have everything close to trunk.
They would never used GCC regardless of how GIMPLE and backend infrastructure might be.
LLVM allows you to build one compiler with N backends, whereas GCC basically doesn't. This is very annoying if you want to compile a mixture of code to (say) native object code and shaders.
The first is definitely an issue, how many Nintendo or Sony contributions have landed on upstream?
Or the interesting detail that while standard LLVM bitcode isn't stable, the one used by watchOS is.
Finally the increasing pain that despite the amount of LLVM users topping Linux kernel like usage, clang is now lagging behind C++ compliance.
Apple’s bitcode submission tooling relies on bitcode being forward upgradable, and properties of the ABI to allow it to be retargeted to different SoCs.
Which is one of the reasons why GNU C Compiler got renamed as GNU Compiler Collection.
LLVM isn't even anything new as idea.
At very least PL.8, Amsterdam Compiler Toolkit, TrenDRA, MSR Phoenix exist as prior art.
LLVM's design is fundamentally superior in this context - LLVM can "fork" itself inside an LLVM compiler whereas the way GCC is designed basically means all the hooks don't really like having multiple backends connected to the same frontend. It's probably possible, but it's something where GCC's baggage does actually hold it back even if the basic algorithms are exactly the same (and better implemented sometimes, GCC is still king across the whole benchmark suite even if LLVM is increasingly good on a few).
GCC forks, I am aware are nothing new, but the future of programming is not multiple monolithic compilers but rather (say) C++ (or D, e.g. DCompute would be a real hack if implemented on GCC) with shader and WASM bytecode output as part of one compiler.
GCC can and does do the stuff above but it's just a bit hacky and "please scroll through our mailing list" whereas LLVM is much more welcoming and is a proper library to be consumed.
I can enjoy most of C++20 on GCC, whereas good luck waiting for clang to reach parity.
GCC has more frontends and backends available in total than LLVM has yet to achieve, despite being "better".
One of the reasons for Rust-GCC existence is exactly the lack of support for the backends that Linux kernel doesn't want to compromise only to allow Rust into the kernel.
I am a GCC fanboy too, but just be realistic.
Also GCC really needs a kick up the arse when it comes to onboarding new contributors and CI etc. They don't need to go full webscale but I think there's a real risk that GCC ends up being maintained by an increasingly small group of people who eventually just die/retire-off.
The way GCC is tested is quite dumb too, things are pulled but then weeks later someone finds out it failed on such and such a a target because they happened to run the testsuite. It's not terrible but I can't imagine it encourages new contributors.
GCC is doing quite alright, looking at upstream contributions for C++, Fortran and Ada compliance.
LLVM on the other hand, I guess those lechers are quite happy not having to upstream anything.
At least trying to integrate DirectX and HLSL upstream might force LLVM to fix some of the GPU pain points?
The fact there is no upstream SPIR-V backend after all these years doesn't give me much hope though.