PSSL HLSL
File conversion

Convert PSSL to HLSL

QUICK ANSWER
Is it possible to convert PSSL to HLSL?
Yes - PSSL converts to HLSL.

This is the easiest PSSL port because the languages are so close: differences are mostly keyword and binding syntax that a shared macro header can absorb. There is still no fully automatic converter, so plan on some hand-editing of resource declarations and PS4-specific code.

Also to HLSL: FX

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Tested on macOS, Windows & Linux
Last verified Oct 2026

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Why convert PSSL to HLSL?

Studios shipping the same renderer on PS4 and PC keep one shader body and translate to .HLSL for Direct3D. PSSL and HLSL share the same DX11-style model of separate Texture2D and SamplerState objects, semantics and register bindings, so a #define shim covers most gaps. Only console-specific intrinsics need a real rewrite.

How to convert PSSL to HLSL

Visual Studio Code with a macro shim FREE

Open the .pssl in VS Code and include a shared header of #defines that maps PSSL keywords to their HLSL forms, then fix any remaining declarations by hand.

Manual edit in any text editor FREE

Rename PSSL sampler/texture and semantic keywords to HLSL equivalents and adjust register(t#/s#/b#) bindings so the file compiles with fxc or dxc.

Validate with dxc OPEN-SOURCE

Compile the ported file with Microsoft's dxc shader.hlsl -T ps_6_0 to confirm the HLSL is valid and catch any leftover PSSL-only syntax.

About these formats

Quality & what to watch

  • The Wikipedia-documented similarity means most differences are cosmetic, but there is still no drop-in PSSL parser.
  • PS4 GPU intrinsics and wave/thread extensions have no HLSL counterpart and must be reimplemented or stubbed.
  • Resource register indices sometimes need remapping to match D3D root-signature expectations.

Frequently asked questions

How similar are PSSL and HLSL?
Very. PSSL is close to DX12 HLSL, and most differences can be handled by preprocessor macros.
Can a macro header alone finish the job?
It covers keyword differences, but binding indices and PS4-only intrinsics still need manual attention.
Which compiler should I test with?
Use dxc for Shader Model 6 targets, or legacy fxc for older SM5 shaders.
Is there a ready-made converter?
No public automated tool. The shim-plus-manual approach is the standard method.