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
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)