אודות פרק זה
Jason and Mathieu are joined by Chris Bieneman to discuss GPU programming and the evolution of HLSL, the challenges of floating-point determinism on GPUs, and lessons from over a decade of shading language and compiler work.
News
Links
News
- Sure, xor'ing a register with itself is the idiom for zeroing it out, but why not sub? - Raymond Chen, The Old New Thing
- Preventing Integer Overflow in Physical Computations - Mateusz Pusz, mp-units
- Let's check vibe code that acts like optimized C++ but is actually a mess - Andrey Karpov, PVS-Studio
Links
- Developer Toolchain for the PlayStation 4 - Paul Robinson (2013 LLVM US Dev Meeting)
- HLSL: Decades in the Making - Chris Bieneman (Khronos Shading Languages Symposium 2026)
- GLSL: Origins, Observations and Opportunities - Randi Rost (Khronos Shading Languages Symposium 2026)
- Redefining the Software Engineering Profession for AI - Mark Russinovich & Scott Hanselman (ACM)
- Two Compilers, One Language, No Specification - Chris Bieneman (2024 LLVM Developers' Meeting)
- Ecma TC57 - HLSL Standardization Committee (GitHub)
- microsoft/hlsl-specs - HLSL Specifications (GitHub)
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הצהרה: הפודקאסט והגרפיקה המוטבעים בדף זה הם מ-Jason Turner & Mathieu Ropert, שהוא רכושו של בעליו ואינו קשור או מאושר על ידי Listen Notes, Inc.