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	<title>
	Comments on: HLSLParser	</title>
	<atom:link href="https://the-witness.net/news/2014/08/hlslparser/feed/" rel="self" type="application/rss+xml" />
	<link>https://the-witness.net/news/2014/08/hlslparser/</link>
	<description>Explore an abandoned island.</description>
	<lastBuildDate>Fri, 05 Dec 2014 20:40:46 +0000</lastBuildDate>
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	<item>
		<title>
		By: Ignacio Castaño		</title>
		<link>https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-8164622</link>

		<dc:creator><![CDATA[Ignacio Castaño]]></dc:creator>
		<pubDate>Fri, 05 Dec 2014 20:40:46 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2663#comment-8164622</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-8164522&quot;&gt;Ignacio Castaño&lt;/a&gt;.

OK, there it is:
https://github.com/Thekla/hlslparser/commit/6d8eef7867d3de6e290092796e1027ed4f406a9a]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-8164522">Ignacio Castaño</a>.</p>
<p>OK, there it is:<br />
<a href="https://github.com/Thekla/hlslparser/commit/6d8eef7867d3de6e290092796e1027ed4f406a9a" rel="nofollow ugc">https://github.com/Thekla/hlslparser/commit/6d8eef7867d3de6e290092796e1027ed4f406a9a</a></p>
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		<item>
		<title>
		By: Ignacio Castaño		</title>
		<link>https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-8164522</link>

		<dc:creator><![CDATA[Ignacio Castaño]]></dc:creator>
		<pubDate>Fri, 05 Dec 2014 19:24:10 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2663#comment-8164522</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-7788588&quot;&gt;JustinP&lt;/a&gt;.

Hey Justin, thanks for reporting this, good catch! I&#039;ll update the git repository shortly with this and a few other fixes.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-7788588">JustinP</a>.</p>
<p>Hey Justin, thanks for reporting this, good catch! I&#8217;ll update the git repository shortly with this and a few other fixes.</p>
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		<title>
		By: JustinP		</title>
		<link>https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-7788588</link>

		<dc:creator><![CDATA[JustinP]]></dc:creator>
		<pubDate>Wed, 19 Nov 2014 07:54:55 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2663#comment-7788588</guid>

					<description><![CDATA[Heads up, I found a bug by inspection in HLSLGenerator.cpp:
    case HLSLUnaryOp_PreDecrement:  op = &quot;++&quot;; break;
Pretty sure this should be: op = &quot;--&quot;.  

The same bug is in GLSLGenerator.cpp, but I can&#039;t be bothered to create a github account, so do with this datapoint what you will :)]]></description>
			<content:encoded><![CDATA[<p>Heads up, I found a bug by inspection in HLSLGenerator.cpp:<br />
    case HLSLUnaryOp_PreDecrement:  op = &#8220;++&#8221;; break;<br />
Pretty sure this should be: op = &#8220;&#8211;&#8220;.  </p>
<p>The same bug is in GLSLGenerator.cpp, but I can&#8217;t be bothered to create a github account, so do with this datapoint what you will :)</p>
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		<title>
		By: twobob		</title>
		<link>https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-6330453</link>

		<dc:creator><![CDATA[twobob]]></dc:creator>
		<pubDate>Tue, 09 Sep 2014 13:58:52 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2663#comment-6330453</guid>

					<description><![CDATA[Doubtless you are all over this but I thought I would share it anyways.

http://code4k.blogspot.co.uk/2011/11/advanced-hlsl-using-closures-and.html

That is a neat trick I thought, with respect to your comments on shader code structure.

Thanks for the insider and sharing the code.]]></description>
			<content:encoded><![CDATA[<p>Doubtless you are all over this but I thought I would share it anyways.</p>
<p><a href="http://code4k.blogspot.co.uk/2011/11/advanced-hlsl-using-closures-and.html" rel="nofollow ugc">http://code4k.blogspot.co.uk/2011/11/advanced-hlsl-using-closures-and.html</a></p>
<p>That is a neat trick I thought, with respect to your comments on shader code structure.</p>
<p>Thanks for the insider and sharing the code.</p>
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		<title>
		By: Adam Bogocz		</title>
		<link>https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-6185608</link>

		<dc:creator><![CDATA[Adam Bogocz]]></dc:creator>
		<pubDate>Sun, 31 Aug 2014 21:25:45 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2663#comment-6185608</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-6156608&quot;&gt;INTPnerd&lt;/a&gt;.

I am a bit surprised too that they ported working OpenGL to DirectX for Windows platform, since it cost time/money. The only reason that come to my mind is that OpenGL was only GL ES for iPad or something, because PS4 has some own shader language( not much public info about that but I assume that Orbis OS does not support pure OpenGL)so they had to port it anyway.

The other side can be just that Xbox One does not support OpenGL, just DirectX, so they need to support DirectX to be able to release on that console too(PS4 is only time exclusive console). 

Anyways they did it and successfully + the released their fork of HLSLParser( which they did not have to since it is under MIT license).. I like the attitude, they talk a lot about their approaches and publishing some algorithms.

I am so thrilled about this game, can&#039;t wait to buy it and play it. I hope that I will have the courage to quit my job and put 110% of my time to develop my own indie game.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-6156608">INTPnerd</a>.</p>
<p>I am a bit surprised too that they ported working OpenGL to DirectX for Windows platform, since it cost time/money. The only reason that come to my mind is that OpenGL was only GL ES for iPad or something, because PS4 has some own shader language( not much public info about that but I assume that Orbis OS does not support pure OpenGL)so they had to port it anyway.</p>
<p>The other side can be just that Xbox One does not support OpenGL, just DirectX, so they need to support DirectX to be able to release on that console too(PS4 is only time exclusive console). </p>
<p>Anyways they did it and successfully + the released their fork of HLSLParser( which they did not have to since it is under MIT license).. I like the attitude, they talk a lot about their approaches and publishing some algorithms.</p>
<p>I am so thrilled about this game, can&#8217;t wait to buy it and play it. I hope that I will have the courage to quit my job and put 110% of my time to develop my own indie game.</p>
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		<title>
		By: x89		</title>
		<link>https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-6170317</link>

		<dc:creator><![CDATA[x89]]></dc:creator>
		<pubDate>Sat, 30 Aug 2014 19:15:24 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2663#comment-6170317</guid>

					<description><![CDATA[I got an internal compiler error once with gcc on a personal project and I basically just crapped my pants and gave up.

Rooting for you guys all the way! Can&#039;t wait]]></description>
			<content:encoded><![CDATA[<p>I got an internal compiler error once with gcc on a personal project and I basically just crapped my pants and gave up.</p>
<p>Rooting for you guys all the way! Can&#8217;t wait</p>
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		<title>
		By: x89		</title>
		<link>https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-6170279</link>

		<dc:creator><![CDATA[x89]]></dc:creator>
		<pubDate>Sat, 30 Aug 2014 19:11:38 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2663#comment-6170279</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-6156608&quot;&gt;INTPnerd&lt;/a&gt;.

From what I&#039;ve read of other smart Engine programmers (e.g. Tommy Refenes), OpenGL and D3D are more or less the similar in ease of use. OpenGL is of course superior because you can port it across different platforms, but DirectX is of course a specific interface that works specifically with windows. DirectX was designed for windows and is a more complete API. It&#039;s the I from SOLID, a specific (AP)I is better than a general one.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-6156608">INTPnerd</a>.</p>
<p>From what I&#8217;ve read of other smart Engine programmers (e.g. Tommy Refenes), OpenGL and D3D are more or less the similar in ease of use. OpenGL is of course superior because you can port it across different platforms, but DirectX is of course a specific interface that works specifically with windows. DirectX was designed for windows and is a more complete API. It&#8217;s the I from SOLID, a specific (AP)I is better than a general one.</p>
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		<title>
		By: Pompi		</title>
		<link>https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-6168900</link>

		<dc:creator><![CDATA[Pompi]]></dc:creator>
		<pubDate>Sat, 30 Aug 2014 17:19:09 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2663#comment-6168900</guid>

					<description><![CDATA[I think you are confused and think that having SM 2 features levels is the same thing as having backward compatibility.
As far as I know there is no backward compatibility between DX11 and DX9.
By the way, GLES 2 and OpenGL 3 shader code is not portable as well. Not sure about OpenGL4 though.
So to break the illusion that OpenGL is cross platform everywhere.
On another note, when I had to port my Win32 framework using DX11 into Windows 8.1 Windows Phone 8.1 I didn&#039;t need to change the shaders at all. They worked as is on devices that only have older  SM support because of the feature levels in DX11.]]></description>
			<content:encoded><![CDATA[<p>I think you are confused and think that having SM 2 features levels is the same thing as having backward compatibility.<br />
As far as I know there is no backward compatibility between DX11 and DX9.<br />
By the way, GLES 2 and OpenGL 3 shader code is not portable as well. Not sure about OpenGL4 though.<br />
So to break the illusion that OpenGL is cross platform everywhere.<br />
On another note, when I had to port my Win32 framework using DX11 into Windows 8.1 Windows Phone 8.1 I didn&#8217;t need to change the shaders at all. They worked as is on devices that only have older  SM support because of the feature levels in DX11.</p>
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		<title>
		By: Hemlock Drew		</title>
		<link>https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-6158334</link>

		<dc:creator><![CDATA[Hemlock Drew]]></dc:creator>
		<pubDate>Sat, 30 Aug 2014 01:44:38 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2663#comment-6158334</guid>

					<description><![CDATA[No idea what this means either, but really excited for a new post!]]></description>
			<content:encoded><![CDATA[<p>No idea what this means either, but really excited for a new post!</p>
]]></content:encoded>
		
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		<title>
		By: INTPnerd		</title>
		<link>https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-6156608</link>

		<dc:creator><![CDATA[INTPnerd]]></dc:creator>
		<pubDate>Fri, 29 Aug 2014 23:00:27 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2663#comment-6156608</guid>

					<description><![CDATA[Why worry about D3D at all? Just write everything for OpenGL and your code will be cleaner and simpler than trying to support multiple formats. For those &quot;in the know&quot;, it is understood that OpenGL is a superior technology has a superior API. DirectX only exists as a Microsoft conspiracy to keep Windows a dominant OS. But unfortunately Microsoft has brainwashed many into believing that DirectX is better, and this has somewhat turned into a self enforcing truth. Because DirectX is considered better, it is more popular. Because it is more popular and considered better, supporting it and optimizing for it to the fullest extent possible is prioritized in both graphics cards and software utilizing it. The prioritization makes it run better in said software. And thus the cycle enforces itself. But other platforms don&#039;t support DirectX since Microsoft won&#039;t allow it since they want to continue being dominant. It&#039;s time to break the cycle! Refuse to support DirectX!]]></description>
			<content:encoded><![CDATA[<p>Why worry about D3D at all? Just write everything for OpenGL and your code will be cleaner and simpler than trying to support multiple formats. For those &#8220;in the know&#8221;, it is understood that OpenGL is a superior technology has a superior API. DirectX only exists as a Microsoft conspiracy to keep Windows a dominant OS. But unfortunately Microsoft has brainwashed many into believing that DirectX is better, and this has somewhat turned into a self enforcing truth. Because DirectX is considered better, it is more popular. Because it is more popular and considered better, supporting it and optimizing for it to the fullest extent possible is prioritized in both graphics cards and software utilizing it. The prioritization makes it run better in said software. And thus the cycle enforces itself. But other platforms don&#8217;t support DirectX since Microsoft won&#8217;t allow it since they want to continue being dominant. It&#8217;s time to break the cycle! Refuse to support DirectX!</p>
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		<title>
		By: fluffy		</title>
		<link>https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-6155318</link>

		<dc:creator><![CDATA[fluffy]]></dc:creator>
		<pubDate>Fri, 29 Aug 2014 20:40:34 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2663#comment-6155318</guid>

					<description><![CDATA[It&#039;s a shame that Nvidia&#039;s Cg hasn&#039;t been actively maintained, because its entire purpose was being this sort of intermediate translation toolkit (although it always benefited from an additional optimization pass when using its GLSL output mode).]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s a shame that Nvidia&#8217;s Cg hasn&#8217;t been actively maintained, because its entire purpose was being this sort of intermediate translation toolkit (although it always benefited from an additional optimization pass when using its GLSL output mode).</p>
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		<title>
		By: Buggy		</title>
		<link>https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-6154676</link>

		<dc:creator><![CDATA[Buggy]]></dc:creator>
		<pubDate>Fri, 29 Aug 2014 19:34:28 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2663#comment-6154676</guid>

					<description><![CDATA[It seems like all this pain and suffering could be avoided if NVIDIA would just maintain Cg.]]></description>
			<content:encoded><![CDATA[<p>It seems like all this pain and suffering could be avoided if NVIDIA would just maintain Cg.</p>
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		<title>
		By: Aaron		</title>
		<link>https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-6153848</link>

		<dc:creator><![CDATA[Aaron]]></dc:creator>
		<pubDate>Fri, 29 Aug 2014 18:06:58 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2663#comment-6153848</guid>

					<description><![CDATA[Sorry, noob here. So if I&#039;m understanding this right, you pulled out your old method of converting GLSL to HLSL, and replaced it with one that you could modify more easily.  Then you tweaked things to get the generated HLSL output working with D3D11?]]></description>
			<content:encoded><![CDATA[<p>Sorry, noob here. So if I&#8217;m understanding this right, you pulled out your old method of converting GLSL to HLSL, and replaced it with one that you could modify more easily.  Then you tweaked things to get the generated HLSL output working with D3D11?</p>
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		<title>
		By: Jason		</title>
		<link>https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-6153830</link>

		<dc:creator><![CDATA[Jason]]></dc:creator>
		<pubDate>Fri, 29 Aug 2014 18:04:36 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2663#comment-6153830</guid>

					<description><![CDATA[I have no idea what any of that means but since you are porting stuff into other stuff, does that mean the game is almost done and going to be released this year?]]></description>
			<content:encoded><![CDATA[<p>I have no idea what any of that means but since you are porting stuff into other stuff, does that mean the game is almost done and going to be released this year?</p>
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		<title>
		By: DAS k1ishEé		</title>
		<link>https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-6150282</link>

		<dc:creator><![CDATA[DAS k1ishEé]]></dc:creator>
		<pubDate>Fri, 29 Aug 2014 12:23:49 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2663#comment-6150282</guid>

					<description><![CDATA[So at the moment something with the shaders doesn&#039;t work? If you don&#039;t get it running in time, what are the consequences? 

Sry, but I only wrote 3 lines of code in my life.]]></description>
			<content:encoded><![CDATA[<p>So at the moment something with the shaders doesn&#8217;t work? If you don&#8217;t get it running in time, what are the consequences? </p>
<p>Sry, but I only wrote 3 lines of code in my life.</p>
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		<title>
		By: niad		</title>
		<link>https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-6148254</link>

		<dc:creator><![CDATA[niad]]></dc:creator>
		<pubDate>Fri, 29 Aug 2014 09:48:26 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2663#comment-6148254</guid>

					<description><![CDATA[So you write shaders in D3D9 HLSL and convert to GLSL/D3D11? 

I personally don&#039;t care for the current shader languages much. They are so limited in functionality compared to a fully blown language(C++ etc). No template support means I end up having to write some stupid repetitive code, or use the preprocessor. 

 Someday I need to work out a better system for writing shaders, preferable NOT in HLSL or GLSL.]]></description>
			<content:encoded><![CDATA[<p>So you write shaders in D3D9 HLSL and convert to GLSL/D3D11? </p>
<p>I personally don&#8217;t care for the current shader languages much. They are so limited in functionality compared to a fully blown language(C++ etc). No template support means I end up having to write some stupid repetitive code, or use the preprocessor. </p>
<p> Someday I need to work out a better system for writing shaders, preferable NOT in HLSL or GLSL.</p>
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		<title>
		By: molbac		</title>
		<link>https://the-witness.net/news/2014/08/hlslparser/comment-page-1/#comment-6147954</link>

		<dc:creator><![CDATA[molbac]]></dc:creator>
		<pubDate>Fri, 29 Aug 2014 09:18:01 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=2663#comment-6147954</guid>

					<description><![CDATA[i didnt understand much i read, but i guess thats normal :-)

do you have any before and after pictures? i would understand those ^^

thanks for the update]]></description>
			<content:encoded><![CDATA[<p>i didnt understand much i read, but i guess thats normal :-)</p>
<p>do you have any before and after pictures? i would understand those ^^</p>
<p>thanks for the update</p>
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