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<title>slang.git/docs/user-guide/a2-04-glsl-target-specific.md, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
<id>https://git.yummers.dev/slang.git/atom?h=master</id>
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<updated>2025-06-10T15:02:38+00:00</updated>
<entry>
<title>Fix IR layout of 3-element vectors in cbuffers for -fvk-use-dx-layout (#7282)</title>
<updated>2025-06-10T15:02:38+00:00</updated>
<author>
<name>James Helferty (NVIDIA)</name>
<email>jhelferty@nvidia.com</email>
</author>
<published>2025-06-10T15:02:38+00:00</published>
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<id>urn:sha1:e37202002276b679c5241b2678af612552b06d2c</id>
<content type='text'>
* Better handling for 16-byte boundary of d3d cbuffer

Fixes #6921

D3D cbuffers have slightly different packing rules that allow packing
vectors into a 16-byte slot at element alignments, except when
a field would cross a 16-byte boundary. In that case, we need to
realign the field to the next 16-byte boundary.

In particular, this impacts vec3s, which are not a power of two in
size and thus require slightly different alignment logic, compared to
std430 and std140. (Example: a float and float3 should fit together in
that order in a single slot.)

Adds test cases.

Adds documentation page for GLSL target</content>
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