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<title>slang.git/source/slang/slang-emit-cuda.h, 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>2024-10-29T06:49:26+00:00</updated>
<entry>
<title>format</title>
<updated>2024-10-29T06:49:26+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2024-10-29T06:49:26+00:00</published>
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<id>urn:sha1:f65d756bff8d4c5cbc15bd0322a2ae8e6b896a21</id>
<content type='text'>
* format

* Minor test fixes

* enable checking cpp format in ci</content>
</entry>
<entry>
<title>Respect matrix layout in uniform and in/out parameters for HLSL target. (#5013)</title>
<updated>2024-09-05T17:26:59+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-09-05T17:26:59+00:00</published>
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<id>urn:sha1:a88055c6f5190ca62bb4aa853b4f0fa11546278f</id>
<content type='text'>
* Respect matrix layout in uniform and in/out parameters for HLSL target.

* Update test.

* Fix test.

* fix test.

* Fix metal layout calculation.

* Fix compile error.

* Fix compiler error.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Overhaul IR lowering of pointer types. (#4710)</title>
<updated>2024-07-25T22:00:14+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-07-25T22:00:14+00:00</published>
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<id>urn:sha1:c9d89a40775a055873adf82cfb0ee1cb6bdcb93c</id>
<content type='text'>
* Overhaul IR lowering of pointer types.

* Propagate address space in IRBuilder.

* Fixup.

* Fix.

* Fix.

* Change how Ptr type is printed to text.

* Fix.</content>
</entry>
<entry>
<title>Implement HLSL resource bindings and default type `float4` to `SubpassInput&lt;T&gt;` (#4462)</title>
<updated>2024-06-28T08:07:12+00:00</updated>
<author>
<name>ArielG-NV</name>
<email>159081215+ArielG-NV@users.noreply.github.com</email>
</author>
<published>2024-06-28T08:07:12+00:00</published>
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<id>urn:sha1:e49419b0637a357d2e713a0435f0c5ad0c102487</id>
<content type='text'>
* Add case to `emitVectorReshape` for `vector&lt;&gt;` type, `scalar` value

1. Add new case
2. Add test

* fix warning

* fix warning

* Implement HLSL resource bindings and default type `float4` to `SubpassInput&lt;T&gt;`

fixes: #4440

1. Removed GLSLInputAttachmentIndexLayout modifier and the somewhat 'hacky' binding model 'Input Attachment' previously relied upon. This was changed to work with the slang-type-layout rules system. This change allows Slang automatic bindings, HLSL bindings, GLSL bindings, and translation of GLSL to and from HLSL bindings to work.
2. Added default argument `float4` to SubpassInput&lt;T&gt;.
3. Merged glsl.meta and hlsl.meta SubpassInput logic.

* fix InputAttachment attribute checks

fix InputAttachment attribute checks for HLSL and GLSL syntax

* remove unused var

* validate attribute correctly

Attributes do not have type information. We must check the type expression to validate attribute usage.

* remove hacky validation

type based validation before types are fully resolved is quite hacky and unstable to changes and wrapped types

* fix warning

* remove redundant `!= nullptr`

* remove extra `!= nullptr`

* fix some warnings/errors

* subpass capability to limit to dxc &amp; remove default values in some functions

* revert logic to previous logic

revert logic to return if we have a binding regardless of if a VarDecl is given the binding</content>
</entry>
<entry>
<title>Remove use of `G0` and `__target_intrinsic` in stdlib. (#4170)</title>
<updated>2024-05-15T01:01:31+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-05-15T01:01:31+00:00</published>
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<id>urn:sha1:4edc72e4dea47cf549b4e28940e3509a5ab61439</id>
<content type='text'>
* Remove use of `G0` and `__target_intrinsic` in stdlib.

* Fix.

* Fix calling intrinsic in global scope.</content>
</entry>
<entry>
<title>Add `requirePrelude()` intrinsic function. (#3250)</title>
<updated>2023-09-29T19:01:36+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-09-29T19:01:36+00:00</published>
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<id>urn:sha1:f20f4e2b39142dfab55be05eea064033719665ad</id>
<content type='text'>
* Add `requirePrelude()` intrinsic function.

* Fix.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Add Mesh and Task shader support to GFX (#3190)</title>
<updated>2023-09-12T03:13:11+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2023-09-12T03:13:11+00:00</published>
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<id>urn:sha1:09854a4596019ddb3bb315b8836b5c88e718cdc7</id>
<content type='text'>
* Bump vulkan headers

Also just use vulkan-headers as a submodule

* Add drawMeshTasks to gfx graphics pipelines

* Add DispatchMesh overload with no payload, with GLSL intrinsic

* Require spirv 1.4 for mesh shaders

* Add vulkan mesh shader feature discovery

* Add mesh shader stage bits to vk-util

* Add mesh and task shader support to render-test

* Add mesh and task tests

* Preserve "payload" specifier in task shaders

* Add mesh shader pipeline support to gfx

* Add TODO

* Add numThreads attribute for amplification stage

* Add payload to task shader test

* Drop dependency on d3dx12

* Allow passing payloads from task to mesh shaders

* regenerate vs projects

* check DispatchMesh name correctly

* Add mesh shader tests to failing tests

* Detect wave-ops feature on vulkan

* Add fuse-product to expected failures

This fails because the global varaible `count` is not initialized

* Add required extension to WaveMaskMatch SPIR-V impl

* Remove meshShader member from pipeline desc

* Identify mesh shader support on d3d12</content>
</entry>
<entry>
<title>Add `target_switch` and `intrinsic_asm` statement. (#3154)</title>
<updated>2023-08-29T04:24:49+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-08-29T04:24:49+00:00</published>
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<id>urn:sha1:c787c4b82ba76f87069911f203eb192060b5264f</id>
<content type='text'>
* Add `target_switch` and `__intrinsic_asm` statement.

* Cleanup.

* WaveGetActiveMask, WaveGetActiveMask, WaveCountBits.

* WaveIsFirstLane.

* More wave intrinsics.

* wave intrinsics.

* merge fix.

* Fix.

* Fix.

* Update test.

* update test.

* Fix.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Lower all ByteAddressBuffer uses for SPIRV. (#3143)</title>
<updated>2023-08-23T12:49:33+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-08-23T12:49:33+00:00</published>
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<id>urn:sha1:6437c38e0a3c2c1daf36cb5e543dc0b467fa4b15</id>
<content type='text'>
Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Fix literals needing cast (#3039)</title>
<updated>2023-08-01T19:39:28+00:00</updated>
<author>
<name>jsmall-nvidia</name>
<email>jsmall@nvidia.com</email>
</author>
<published>2023-08-01T19:39:28+00:00</published>
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<id>urn:sha1:1653731718e75c297730dfb878e9f23895d1051d</id>
<content type='text'>
* Cast integer literals.

* Fix expected output.

* For CUDA, search global instructions to see what types are used.
Improve lookup for fp16 header in CUDA.

* Fix issue with f16tof32

* Small improvement around finding used base types.</content>
</entry>
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