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microsoft
DirectXShaderCompiler
C++2017–2025
microsoft / DirectXShaderCompiler

DirectXShaderCompiler

This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.

16Distinct people
17Mentions
0Explicit recommenders
3.7KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 12:45:45 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year17 dated mentions

Observed mentions: 2017-01-24 12:57:10 UTC to 2025-11-24 00:10:17 UTC.

024682017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments20172018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments20212022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 8 mentions; 0 submissions, 8 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2025

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC404
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC000
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC101
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC303
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC000
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC000
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC000
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC808
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC101

What Hacker News says

4 sources
Ah yes, you are right, WebGL shaders are translated first to GLSL or HLSL with a lib like ANGLE (https://github.com/google/angle). And that source is then send on to the drivers which compile it again to assembler for the graphic card. And there again are some differences between GLSL/HLSL it seems. If I remember right in GLSL the drivers do the work while in HLSL some DLL from MS produces another intermediate format (which I just found out seems to be even open source: https://github.com/Microsoft/DirectXShaderCompiler).
In The Book of Shaders
"For one, all shaders would need to be converted from HLSL to GLSL, which could become quite a big task depending on the amount of shaders, and testing of all changes." Ironically Microsoft have open-sourced a Clang-based HLSL compiler that could be used as a front-end for a Vulkan backend. https://github.com/Microsoft/DirectXShaderCompiler https://blogs.msdn.microsoft.com/directx/2017/01/23/new-dire...
In Star Citizen developers intend to drop DirectX support and only support Vulkan
While it's really nice they built this on open source compiler infrastructure, it's also too bad they took all the LLVM code and changed the license headers on it (additionally pretending to relicense it and changing the copyright string) when that's 100% not okay: https://github.com/Microsoft/DirectXShaderCompiler/blob/mast... I'm sure it was a script, but this needs to be fixed, stat. Sadly, not even the first time: https://github.com/Microsoft/WinObjC/issues/35 https://news.ycombinator.com/item?id=10024377 https://news.ycombinator.com/item?id=10018208 (which devolved into a licensing discussion) It'd be nice if folks paid a little more attention, because for releases from large companies, stuff spreads quickly, which means a year from now, there are still likely to be "mit licensed" copies of this that are still wrong :(
In New DirectX Shader Compiler Based on Clang/LLVM Open-Sourced

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