I heard Khronos people called HLSL "a language without a spec"
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Like D3D, the specs are internal for each IHV, while we can only guess by wine, glslang's hlsl frontend and dxc sources.
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I never managed to find it. The Direct3D Functional Specification has a very detailed spec of the underlying IL code with exact semantics and ulp requirements of all operations. Unfortunately that information is afaik still not publicly available anywhere.
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Too bad :(
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There is not.
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Perhaps it's broken up into 1000's of small pieces, distributed over many web sites, with the goal being to allow you to read them all at once in parallel?
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No no it is fault-tolerance, so no one can take down the entire spec at once!
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Maybe it's left as an exercise for the reader? i'll shut up now...
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