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  1. What I'd like to know is, is there a pre-existing tool to turn THIS into something more like THAT?

    Not necessarily with the names, but just without the superfluous variables everywhere.

    I did it by hand here, and this is one of the shorter, simpler shaders in ACNH. The interesting ones are much bigger.

    #renderdoc #opengl #glsl #spirv

  2. What I'd like to know is, is there a pre-existing tool to turn THIS into something more like THAT?

    Not necessarily with the names, but just without the superfluous variables everywhere.

    I did it by hand here, and this is one of the shorter, simpler shaders in ACNH. The interesting ones are much bigger.

    #renderdoc #opengl #glsl #spirv

  3. OpenCL 3.1 is here.

    The Khronos Group has moved several capabilities into the core spec, including SPIR-V kernels, subgroups, and integer dot products.

    Also includes improvements to the memory model and synchronization, plus better alignment with Vulkan via device UUID queries.

    Implementations are already underway across major vendors and open source projects.

    - Full Blog: khronos.org/blog/opencl-3.1-is
    - OpenCL specification GitHub
    - Khronos Discord

  4. OpenCL 3.1 is here.

    The Khronos Group has moved several capabilities into the core spec, including SPIR-V kernels, subgroups, and integer dot products.

    Also includes improvements to the memory model and synchronization, plus better alignment with Vulkan via device UUID queries.

    Implementations are already underway across major vendors and open source projects.

    - Full Blog: khronos.org/blog/opencl-3.1-is
    - OpenCL specification GitHub
    - Khronos Discord

    #OpenCL #HPC #GPU #Compute #SPIRV

  5. The OpenCL Working Group has published the first in a series of cooperative matrix extensions — and your feedback can help shape them before finalization.

    cl_khr_cooperative_matrix brings cooperative matrix load, store, and multiply-add to OpenCL, developed with Arm, Intel, and Qualcomm. A companion OpenCL C language extension is also in RFC.

    Review and comment:
    🔗 Spec draft: github.com/KhronosGroup/OpenCL
    🔗 Clang RFC: discourse.llvm.org/t/rfc-clang
    🔗 Full blog: khronos.org/blog/opencl-cooper

  6. The OpenCL Working Group has published the first in a series of cooperative matrix extensions — and your feedback can help shape them before finalization.

    cl_khr_cooperative_matrix brings cooperative matrix load, store, and multiply-add to OpenCL, developed with Arm, Intel, and Qualcomm. A companion OpenCL C language extension is also in RFC.

    Review and comment:
    🔗 Spec draft: github.com/KhronosGroup/OpenCL
    🔗 Clang RFC: discourse.llvm.org/t/rfc-clang
    🔗 Full blog: khronos.org/blog/opencl-cooper
    #OpenCL #SPIRV

  7. The IWOCL 2026 program is live!

    The 14th International Workshop on OpenCL and SYCL is coming to Heilbronn, Germany this May 6–8, and the full conference program has just been published at iwocl.org.

    This year's lineup is packed. Whether you're working on heterogeneous HPC, GPU portability, or the future of open compute standards, this is the event for you.

    Explore the program at iwocl.org/iwocl-2026/conferenc

  8. The IWOCL 2026 program is live!

    The 14th International Workshop on OpenCL and SYCL is coming to Heilbronn, Germany this May 6–8, and the full conference program has just been published at iwocl.org.

    This year's lineup is packed. Whether you're working on heterogeneous HPC, GPU portability, or the future of open compute standards, this is the event for you.

    Explore the program at iwocl.org/iwocl-2026/conferenc
    #SYCL #OpenCL #Khronos #SPIRV #IWOCL2026 #HighPerformanceComputing #HPC #GPU

  9. 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-

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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

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

    Conference Program: khronos.org/events/shading-lan

  18. 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

  19. 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

  20. 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 languages and real-time technologies. The open call for submissions for the symposium closes on October 12, 2025.

    khr.io/1le

  21. 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

  22. @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

  23. @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

  24. 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 …)

  25. 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 …)

  26. 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

  27. 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

  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…

  29. 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

  30. 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

  31. 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

  32. 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

  33. 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.

  34. I think people get tied up in knots when trying to parse SPIR-V with structured control flow.

    You gotta do it in reverse structured post-order.

    Once you lay out the basic blocks in that order, the nested control constructs map to *intervals* over that list. (:galaxy brain:)

    For details, see Tint's SPIR-V to WGSL translator.

    dawn.googlesource.com/dawn/+/r

    #spirv #vulkan #wgsl #webgpu

  35. I think people get tied up in knots when trying to parse SPIR-V with structured control flow.

    You gotta do it in reverse structured post-order.

    Once you lay out the basic blocks in that order, the nested control constructs map to *intervals* over that list. (:galaxy brain:)

    For details, see Tint's SPIR-V to WGSL translator.

    dawn.googlesource.com/dawn/+/r

    #spirv #vulkan #wgsl #webgpu

  36. Does anyone know whether #SpirV supports closures?

    By the spec, it seems like I can define a function inside a function.
    Can the outer function return a pointer to the inner function?

    And since we're here, is there a dedicated forum/community/chat where I can ask this kinds of questions?
    The Khronos SPIR forum seems dead. =|

  37. @ypujante
    (And, those would be one of the unit tests of the SPIR-V to WGSL translator, converted to an end-to-end test so we can check the right thing will be emitted on all the backend languages.)

    #webgpu #tint #spirv #wgsl #da

  38. @ypujante
    (And, those would be one of the unit tests of the SPIR-V to WGSL translator, converted to an end-to-end test so we can check the right thing will be emitted on all the backend languages.)

    #webgpu #tint #spirv #wgsl #da

  39. mkdir src/Targets/SpirV

    It's happening.... _^

    I'm finally starting the work to compile #Squarepants to #SpirV...
    I never thought my language would get to this point! =D =D =D

    #FunctionalProgramming #graphics

  40. I know SPIR-V is not meant for human readability and all that, but damn. Is there not any way that the variables were named anything closer to useful than %13525? I understand that it's not a one-to-one match with my glsl variables, but like... This feels like it's actively trying to obfuscate the code 🥲

    Maybe there's some glslang option I don't know about that tries to make them a bit clearer?

    #glsl #spirv #vulkan #programming #gamedev

  41. The SPIR Working Group developed 2 new SPIR-V extensions to provide shader authors with more guarantees about the execution model of shaders: SPV_KHR_maximal_reconvergence and VK_KHR_shader_quad_control.

    Learn more: khronos.org/blog/khronos-relea
    #SPIRV #Vulkan #Shaders

  42. My small SDF language is working now!

    It currently compiles this code in ~5ms into a new SPIR-V module that is linked into the sphere-tracing shader.

    The `offset` parameter is wired to a push constant. So you can move the sphere/torus in this example without having to recompile the SDF.

    #compilers #spirv #langdev #vulkan #sdf

  43. @sascha @wbrbr
    Yes, that's right.
    DXC was Stadia's production HLSL compiler, running on Linux, targeting Vulkan SPIR-V.

    Nice demo! Yay for flexibility in shader langauges #spirv