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Status About Donate Contact
Theme
light
dark
cupcake
bumblebee
emerald
corporate
synthwave
retro
cyberpunk
valentine
halloween
garden
forest
aqua
lofi
pastel
fantasy
wireframe
black
luxury
dracula
cmyk
autumn
business
acid
lemonade
night
coffee
winter
CppCast
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GPU Programming and HLSL with Chris Bieneman

May 18, 2026 01:08:28 11.78 MB ( 52.87 MB less) Downloads: 0
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)
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