DirectX Shader Compiler (DXC) -- HLSL front end for the shader toolchain. What it's for ------------- Compiles HLSL to SPIR-V (dxc.exe -spirv), the first step of authoring shaders once in HLSL and cross-compiling to GLSL ES 3.00 for WebGL2 (and to other targets). The dxc.exe that ships in the Windows SDK is DXIL-only ("SPIR-V CodeGen not available"); this is the separate SPIR-V-enabled build. Version ------- 1.9.2602.24 (DX Compiler release for Feb 2026), x64. Same build as the Microsoft.Direct3D.DXC NuGet package and the microsoft/DirectXShaderCompiler GitHub release of that version. Contents -------- dxc.exe the compiler driver dxcompiler.dll the compiler itself (SPIR-V codegen lives here) dxil.dll is intentionally NOT included -- it only signs DXIL for the D3D path, which SPIR-V doesn't need. Add it here if a D3D/DXIL build path is introduced later. Both binaries are UPX-packed (19 MB -> 5.8 MB). Usage ----- dxc.exe -T ps_6_0 -E main -spirv shader.hlsl -Fo shader.spv License ------- See LICENSE.txt: the Microsoft Software License Terms govern the distributed binaries; the LLVM (University of Illinois/NCSA) and MIT licenses cover the source DXC is built from. That file combines all three verbatim under explanatory headers. Microsoft lists dxc.exe and dxcompiler.dll as distributable code, and as a build-time tool DXC needs no attribution in the shipped product.