We Built the First Pure Go DXIL Generator — Because Optimizing the Wrong Path Wasn't Enough
📰 Dev.to · Andrey Kolkov
Learn how to build a pure Go DXIL generator to optimize shader compilations and achieve high performance in D3D12
Action Steps
- Build a DXIL generator using Go to optimize shader compilations
- Run performance tests to compare the results with existing solutions like Rust naga
- Configure the generator to produce LLVM 3.7 bitcode for better compatibility
- Test the generator with different shader workloads to ensure stability
- Apply the generator to real-world applications like games or graphics rendering engines
Who Needs to Know This
Developers and engineers working on graphics rendering and game development can benefit from this knowledge to improve their application's performance
Key Insight
💡 Building a custom DXIL generator in Go can lead to significant performance improvements in graphics rendering applications
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🚀 Built a pure Go DXIL generator to optimize shader compilations and achieve 60 FPS on D3D12! 🎮
Key Takeaways
Learn how to build a pure Go DXIL generator to optimize shader compilations and achieve high performance in D3D12
Full Article
How we went from caching FXC shader compilations to generating LLVM 3.7 bitcode directly in Go. ~12,500 LOC, 190 tests, 60 FPS on D3D12. ~12,500 LOC, 190 tests, 60 FPS on D3D12. Rust naga hasn't done this in 6 years.
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