Adam Yang is a Senior Graphics Compiler Engineer with eight years of experience building shader compilers and backend code generation for major graphics platforms. He spent nearly a decade at Microsoft working on the Xbox shader compiler and now applies that deep shader and LLVM expertise at NVIDIA. Adam has contributed to prominent open-source projects like the LLVM project and the DirectX Shader Compiler, implementing shader intrinsics (e.g., radians) and cross-backend memory and synchronization intrinsics that improved SPIR-V and DXIL codegen. He pairs low-level mastery of instruction selection and memory management with practical debugging and debug-info improvements, making him effective at shipping robust compiler features across targets. Based in Bothell, WA, he brings a Waterloo software engineering foundation and a knack for bridging research-quality compiler work with production graphics needs.
8 years of coding experience
8 years of employment as a software developer
Bachelor's degree Computer Software Engineering, Bachelor's degree Computer Software Engineering at University of Waterloo
This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.
Role in this project:
Back-end Developer
Contributions:318 reviews, 183 commits, 378 PRs in 5 years 4 months
Contributions summary:Adam primarily worked on the DirectX Shader Compiler, focusing on improving and fixing aspects of the code. They made changes to the memory management, replacing delete with IMalloc::Free for releasing resources, indicating expertise in memory handling within the compiler. The user initialized malloc objects in specific files related to shader compiler components, while also adding debug info support in the project.
The LLVM Project is a collection of modular and reusable compiler and toolchain technologies.
Role in this project:
Backend Developer
Contributions:42 reviews, 23 PRs, 8 pushes in 5 months
Contributions summary:Adam primarily contributed to the LLVM project by adding and implementing the `radians` intrinsic for various backends, including SPIRV and DXIL, and by adding `GroupMemoryBarrierWithGroupSync` intrinsics, also for various backends. This involved modifying instruction selection, intrinsic expansion, and code generation to support the new functionality across multiple target platforms. The user's work focused on enhancing the compiler's capabilities related to shader intrinsics.
compilerstechnologiesclangsubmittoolchain
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Adam Yang - Senior Graphics Compiler Engineer at NVIDIA