Friday, September 20th 2024
Microsoft DirectX 12 Shifts to SPIR-V as Default Interchange Format
Microsoft's Direct3D and HLSL teams have unveiled plans to integrate SPIR-V support into DirectX 12 with the upcoming release of Shader Model 7. This significant transition marks a new era in GPU programmability, as it aims to unify the intermediate representation for graphical-shader stages and compute kernels. SPIR-V, an open standard intermediate representation for graphics and compute shaders, will replace the proprietary DirectX Intermediate Language (DXIL) as the shader interchange format for DirectX 12. The adoption of SPIR-V is expected to ease development processes across multiple GPU runtime environments. By embracing this open standard, Microsoft aims to enhance HLSL's position as the premier language for compiling graphics and compute shaders across various devices and APIs. This transition is part of a multi-year development process, during which Microsoft will work closely with The Khronos Group and the LLVM Project. The company has joined Khronos' SPIR and Vulkan working groups to ensure smooth collaboration and rapid feature adoption.
While the transition will take several years, Microsoft is providing early notice to allow developers and partners to plan accordingly. The company will offer translation tools between SPIR-V and DXIL to facilitate a gradual transition for both application and driver developers. For those not familiar with graphics development, graphics APIs ship with virtual instruction set architectures (ISA) that abstracts standard hardware features at a higher level. As GPUs don't follow the same ISA as CPUs (x86, Arm, RISC-V), this virtual ISA is needed to define some generics in the GPU architecture and allow various APIs like DirectX and Vulkan to run. Instead of focusing support on several formats like DXIL, Microsoft is embracing the open SPIR-V standard, which will become de facto for API developers in the future, allowing focus on more features instead of constantly replicating each other's functions. While DXIL is used mainly for gaming environments, SPIR-V has adoption in high-performance computing as well, with OpenCL and SYCL. Gaming presence is also there with Vulkan API, and we expect to see SPIR-V join DirectX 12 games.
Source:
Microsoft
While the transition will take several years, Microsoft is providing early notice to allow developers and partners to plan accordingly. The company will offer translation tools between SPIR-V and DXIL to facilitate a gradual transition for both application and driver developers. For those not familiar with graphics development, graphics APIs ship with virtual instruction set architectures (ISA) that abstracts standard hardware features at a higher level. As GPUs don't follow the same ISA as CPUs (x86, Arm, RISC-V), this virtual ISA is needed to define some generics in the GPU architecture and allow various APIs like DirectX and Vulkan to run. Instead of focusing support on several formats like DXIL, Microsoft is embracing the open SPIR-V standard, which will become de facto for API developers in the future, allowing focus on more features instead of constantly replicating each other's functions. While DXIL is used mainly for gaming environments, SPIR-V has adoption in high-performance computing as well, with OpenCL and SYCL. Gaming presence is also there with Vulkan API, and we expect to see SPIR-V join DirectX 12 games.
35 Comments on Microsoft DirectX 12 Shifts to SPIR-V as Default Interchange Format
That is why I use it since 2018. It allowed to efficiently proceed with porting to Android.
Also, I hope you know that Adreno is a transformation from Radeon. :)
I'm genuinely shocked this is a modern article.
Better late than never, I guess.
Also, they're not giving games away for cheap, they're guaranteeing recurring revenue via the subscription. A subscription which is not "stagnant" btw, it's up 36% this year as of the previous reported figure.
And it's going to grow even more with the Activision-Blizzard titles eventually making their way to the service.
Only way that this could ever happen that I can see is if those pesky EU lawmakers enforce some kind of rule to make all GPU vendors switch to a common ISA but that would require the EU to be a major consumer of data center GPUs to be able to force their hand like that which unfortunately isn't the case, North America and Asia buy the largest amount of GPUs by far.
It ain't a positive sum. MS is still running losses on gaming because they're clueless. They have a strategy, but no real insight or feeling with this market and it shows every time. Its one misfire after another, and Game Pass will suffer the eventual same fate as GFWL, Xbox Kinect, and the rest of the long list of gaming failures in the MS stable. Let's recap also the number of truly original titles coming out on Xbox. Its one franchise sequel after another, and the rest is available anywhere.
Its telling that even Sony still releases more new games, despite them releasing fewer than they ever did.
People want content. Gaming is content. If anything, that's what Game Pass underlines for us: content is king. But why does anyone use Game Pass now? Price and exclusivity. So again... what are the real margins of Xbox gaming? ;)
Here's the Q2 summary
www.microsoft.com/en-us/investor/earnings/fy-2024-q2/press-release-webcast
- · Windows revenue increased 9% with Windows OEM revenue growth of 11% and Windows Commercial products and cloud services revenue growth of 9% (up 7% in constant currency)
- · Devices revenue decreased 9% (down 10% in constant currency)
- · Xbox content and services revenue increased 61% (up 60% in constant currency) driven by 55 points of net impact from the Activision acquisition
- · Search and news advertising revenue excluding traffic acquisition costs increased 8% (up 7% in constant currency)
Microsoft doesn't mention Game Pass and they historically barely do. Net margins for Xbox division are unchanged YoY. All we hear from them is that its just a small segment of their gaming division. Of course, its probably a bit bigger because when this was said they had to get the Activision deal done. But still. Game Pass does not tangibly influence the profitability of Xbox. Its mostly been investing for the future, with the Activision deal paying off faster in revenue streams. Revenue is not profit.Just because they keep investing in it doesn't mean its profitable. Quite the opposite: it needs help to become profitable. Otherwise they wouldn't invest.