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<title>slang.git/examples/reflection-parameter-blocks, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
<id>https://git.yummers.dev/slang.git/atom?h=master</id>
<link rel='self' href='https://git.yummers.dev/slang.git/atom?h=master'/>
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<updated>2025-07-09T06:44:56+00:00</updated>
<entry>
<title>Convert gfx unit tests and examples to use slang-rhi (#7577)</title>
<updated>2025-07-09T06:44:56+00:00</updated>
<author>
<name>Gangzheng Tong</name>
<email>tonggangzheng@gmail.com</email>
</author>
<published>2025-07-09T06:44:56+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=43d0c2100ef1a5df4b54525e50eb29fe7c39ec16'/>
<id>urn:sha1:43d0c2100ef1a5df4b54525e50eb29fe7c39ec16</id>
<content type='text'>
* Port first gfx unit test to slang-rhi

* port triangle example to use slang-rhi

* port platform-test to slang-rhi

* Update platform-test to throttle mouse move events

* port gpu-printing example to use slang-rhi

* port model-viewer example to use slang-rhi

* port ray-tracing example to use slang-rhi

* port ray-tracing pipeline example to use slang-rhi

* port reflection parameter blocks example to use slang-rhi

* port shader-object example to use slang-rhi

* port shader-toy example to use slang-rhi

* Port most of tests to slang-rhi

* port link-time-constant-array-size to use slang-rhi

* Fix tests and find matching tests in slang-rhi

* port autodiff-texture

* remove gfx target; port nv-aftermath-example

* update include path for shader-cursor.h

* Disabled 2 more ported tests

* fix build error

* remove gfx test

* put slang-rhi (static-lib) before slang (shared)

* format code (#7621)

Co-authored-by: slangbot &lt;186143334+slangbot@users.noreply.github.com&gt;

* add debug callback

* format code (#7649)

Co-authored-by: slangbot &lt;186143334+slangbot@users.noreply.github.com&gt;

* Address review comments; revert back to use SLANG_CHECK_MSG

---------

Co-authored-by: slangbot &lt;ellieh+slangbot@nvidia.com&gt;
Co-authored-by: slangbot &lt;186143334+slangbot@users.noreply.github.com&gt;</content>
</entry>
<entry>
<title>Enable Windows full debug testsuite in CI (#7085)</title>
<updated>2025-05-16T21:51:46+00:00</updated>
<author>
<name>Gangzheng Tong</name>
<email>tonggangzheng@gmail.com</email>
</author>
<published>2025-05-16T21:51:46+00:00</published>
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<id>urn:sha1:8f20632a0ba45c3bfada293842e55129949a2ae9</id>
<content type='text'>
* Unify Debug Layer Control Logic and Add Disable Option for Debug Builds

This PR refactors and unifies the debug layer control logic in slang-test.
A new `-disable-debug-layers` option is introduced, allowing debug builds to skip enabling the validation (debug) layer.
This is currently needed to ensure stability in the debug test suite.

Previously, different toggles such as ENABLE_VALIDATION_LAYER, ENABLE_DEBUG_LAYER, and debugLayerEnabled were used inconsistently across different components of slang-test. This PR standardizes the logic by using a single variable, debugLayerEnabled, to control the enabling/disabling of the debug layer internally.

Notes:
By default, the debug/validation layer is enabled in debug builds and is not supported in release builds of slang-test.

Fixes: #7132

* Disable spirv-opt for the DebugFunctionDefinition issue

* Run debug build only in GCP machines

* Fix VUID-vkCmdPipelineBarrier-pBufferMemoryBarriers-02818

dstAcessMask can't include VK_ACCESS_TRANSFER_READ_BIT when stage mask
has  VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR

* Set failed retry limit to 32

---------

Co-authored-by: slangbot &lt;ellieh+slangbot@nvidia.com&gt;
Co-authored-by: slangbot &lt;186143334+slangbot@users.noreply.github.com&gt;</content>
</entry>
<entry>
<title>Add an example for reflection of parameter blocks (#6161)</title>
<updated>2025-01-28T02:31:04+00:00</updated>
<author>
<name>Theresa Foley</name>
<email>10618364+tangent-vector@users.noreply.github.com</email>
</author>
<published>2025-01-28T02:31:04+00:00</published>
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<id>urn:sha1:31bb5eaa094821145fe235f9a13817b0b3b2bdee</id>
<content type='text'>
* Add an example for reflection of parameter blocks

The example loads a shader program, compiles it for Vulkan, and then uses reflection information to set up descriptor set layouts and a pipeline layout.
It then validates that the pipeline layout that is created is compatible with the compiled code, by using them together to make a pipeline state object with the validation layer enabled.

The basic flow of the application follows the presentation in the companion article, and references its sections.

This is example could be expanded in a few ways:

* A D3D12 path could be added, to show the comparable operations for creating a root signature from reflection data

* The existing shader could be modified to touch/use more of its parameter data, to help ensure that any errors would be caught by the validation layer

* The set of shader files/modules that get loaded automatically could be expanded, to test more cases

* The code could be expanded to handle more than just compute shaders, by allowing for multiple-entry-point files to be loaded for rasterization or ray-tracing pipelines

* format code

* fixup: build errors

* format code

* fixups for build

* fixup

* fixup

---------

Co-authored-by: slangbot &lt;186143334+slangbot@users.noreply.github.com&gt;
Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;</content>
</entry>
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