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Fixing GLSL HLSL

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Timothy Lattis

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Description

[video] Fixing GLSL HLSL is a Neokineogfx YouTube talk by Timothy Lattis proposing concrete language and API changes to reduce register pressure, improve control over assembly, and shorten compile times in GLSL and HLSL-style shaders.

It suggests pragmas to disable anti-helper compiler paths, wave-uniform or scalar GPR qualifiers, branch probability and coherence hints, forced 4 GB aperture allocations, labels and goto, clause hints, disable-CSE and register-alias constructs, portable device-uncached and streaming memory qualifiers, prefetch hints, richer bit and multiply intrinsics, T-buffer style ops, and exposing chipset ISAs via extensions.

It is for advanced GPU shader and driver-aware programmers who fight occupancy and compiler black boxes. Viewers should already write production HLSL or GLSL and know wave or warp concepts.

Access is a free public YouTube talk on the Neokineogfx channel presenting the suggestions as a standards-facing wishlist.

It is useful as a checklist of shader-language gaps that force assembly workarounds or fake coordinate tricks today.