@bun-win32/d3dcompiler_47
v1.0.1
Published
Zero-dependency, zero-overhead Win32 d3dcompiler_47 (HLSL → DXBC) bindings for Bun (FFI) on Windows.
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@bun-win32/d3dcompiler_47
Zero-dependency, zero-overhead Win32 D3dcompiler_47 bindings for Bun on Windows.
Overview
@bun-win32/d3dcompiler_47 exposes the d3dcompiler_47.dll exports using Bun's FFI. It provides a single class, D3dcompiler_47, which lazily binds native symbols on first use. You can optionally preload a subset or all symbols up-front via Preload().
The bindings are strongly typed for a smooth DX in TypeScript.
Features
- Bun-first ergonomics on Windows 10/11.
- Direct FFI to
d3dcompiler_47.dll— HLSL → DXBC shader compilation, preprocessing, disassembly, reflection, blob part extraction, shader stripping, function linking graph, and shader assembly compression. - In-source docs in
structs/D3dcompiler_47.tswith links to Microsoft Docs. - Lazy binding on first call; optional eager preload (
D3dcompiler_47.Preload()). - No wrapper overhead; calls map 1:1 to native APIs.
- Strongly-typed Win32 aliases (see
types/D3dcompiler_47.ts).
Requirements
- Bun runtime
- Windows 10 or later
Installation
bun add @bun-win32/d3dcompiler_47Quick Start
Compile an HLSL pixel shader to DXBC bytecode and read the bytes back through the ID3DBlob vtable.
import D3dcompiler_47, { D3DCOMPILE_ENABLE_STRICTNESS, D3DCOMPILE_OPTIMIZATION_LEVEL3 } from '@bun-win32/d3dcompiler_47';
import { CFunction, FFIType, read, toArrayBuffer, type Pointer } from 'bun:ffi';
const source = Buffer.from('float4 main() : SV_Target { return float4(1,0,0,1); }\0', 'utf8');
const entry = Buffer.from('main\0', 'utf8');
const target = Buffer.from('ps_5_0\0', 'utf8');
const ppCode = Buffer.alloc(8);
const ppErr = Buffer.alloc(8);
const hr = D3dcompiler_47.D3DCompile(
source.ptr!,
BigInt(source.byteLength - 1),
null, // pSourceName
null, // pDefines
null, // pInclude
entry.ptr!, // pEntrypoint
target.ptr!, // pTarget
D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_OPTIMIZATION_LEVEL3,
0,
ppCode.ptr!,
ppErr.ptr!,
);
if (hr !== 0) throw new Error(`D3DCompile failed: HR=0x${(hr >>> 0).toString(16)}`);
// ID3DBlob vtable: [QueryInterface, AddRef, Release, GetBufferPointer, GetBufferSize]
const blob = ppCode.readBigUInt64LE(0);
const vtable = read.u64(Number(blob) as Pointer, 0);
const getBufferPointer = CFunction({ ptr: Number(read.u64(Number(vtable) as Pointer, 24)) as Pointer, args: [FFIType.u64], returns: FFIType.u64 });
const getBufferSize = CFunction({ ptr: Number(read.u64(Number(vtable) as Pointer, 32)) as Pointer, args: [FFIType.u64], returns: FFIType.u64 });
const release = CFunction({ ptr: Number(read.u64(Number(vtable) as Pointer, 16)) as Pointer, args: [FFIType.u64], returns: FFIType.u32 });
const dataAddr = getBufferPointer(blob) as bigint;
const dataSize = Number(getBufferSize(blob) as bigint);
const bytecode = new Uint8Array(toArrayBuffer(Number(dataAddr) as Pointer, 0, dataSize));
console.log('DXBC magic:', String.fromCharCode(...bytecode.subarray(0, 4))); // 'DXBC'
release(blob);[!NOTE] AI agents: see
AI.mdfor the package binding contract and source-navigation guidance. It explains how to use the package without scanning the entire implementation.
Examples
Run the included examples:
bun run example:hlsl-disco
bun run example:shader-doctorhlsl-disco— Compiles four colourful HLSL pixel shaders, renders each as a split-pane view of rainbow source / syntax-highlighted disassembly, with bytecode-byte gradient previews and per-shader stats.shader-doctor— A full diagnostic for a vertex shader: preprocessed output, DXBC chunk layout, everyD3DGetBlobPartslot, parsed input / output signature records, strip-flag size deltas, and the colourised assembly.
Notes
- Either rely on lazy binding or call
D3dcompiler_47.Preload(). - Windows only. Bun runtime required.
D3DCompileand friends return newID3DBlobinstances. Their lifetime is yours: call the vtable'sReleaseslot (offset16from the vtable pointer) when you are done, or you will leak native memory.- Sentinel pointer
D3D_COMPILE_STANDARD_FILE_INCLUDE = (ID3DInclude*)1can be passed forpIncludeif you want the compiler's built-in include handler. From TypeScript, construct it asNumber(1) as Pointersince the API takesFFIType.ptr.
