microsoft / microsoft/DirectXShaderCompiler
[Feature Request] Include information about WaveSizeRange in reflection data
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- Dominant language
- C++
- Stars
- 3.7k
- Forks
- 900
- Avg merge
- 2d 11h
- Merged PRs (30d)
- 44
Description
Developers would like to be able to use reflection data to determine what WaveSizeRange was specified in the shader.
Currently this is possible by scanning DXIL, HLSL source or some other containers in the shader, but an official API for this would be preferable.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating the compiler's reflection-data API and the handling of WaveSizeRange in the DirectX Shader Compiler. Review how reflection data is represented and how shader metadata is currently exposed. Done means an official API lets callers determine the WaveSizeRange specified in the shader without scanning DXIL, HLSL source, or other containers.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- compilers
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 30/100