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<title>slang.git/source/slang/slang-emit-hlsl.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>2025-06-10T16:44:08+00:00</updated>
<entry>
<title>Allow checking capabilities in specific stages (#7375)</title>
<updated>2025-06-10T16:44:08+00:00</updated>
<author>
<name>jarcherNV</name>
<email>jarcher@nvidia.com</email>
</author>
<published>2025-06-10T16:44:08+00:00</published>
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<id>urn:sha1:3fa382505271834514d47612efee8e51a06204c5</id>
<content type='text'>
This allows checking capabilities in any stage, needed specifically for
the hlsl_2018 capability which is defined for sm_5_1 and above. Stage
specific capabilities such as cs_5_1 would not find this in any stage
other than compute, so we need to restrict the check to only desired
stages.</content>
</entry>
<entry>
<title>maxtessfactor attribute should take a floating point value (#6289)</title>
<updated>2025-02-06T00:23:40+00:00</updated>
<author>
<name>Jay Kwak</name>
<email>82421531+jkwak-work@users.noreply.github.com</email>
</author>
<published>2025-02-06T00:23:40+00:00</published>
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<id>urn:sha1:d8a8559a5baebb81361b15cf86d28c9e8019b177</id>
<content type='text'>
* maxtessfactor attribute should take a floating point value

* Support integer value on maxtessfactor</content>
</entry>
<entry>
<title>Support cooperative vector (#6223)</title>
<updated>2025-01-30T08:59:49+00:00</updated>
<author>
<name>Jay Kwak</name>
<email>82421531+jkwak-work@users.noreply.github.com</email>
</author>
<published>2025-01-30T08:59:49+00:00</published>
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<id>urn:sha1:ba9b2785c69c1b8c6d2b4103267b5281815f9f23</id>
<content type='text'>
* Support cooperative vector without Vulkan-header update

Adding a Slang support for cooperative vector.
But this commit doesn't have Vulkan-header update.
</content>
</entry>
<entry>
<title>Lower varying parameters as pointers instead of SSA values. (#5919)</title>
<updated>2025-01-08T06:26:31+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2025-01-08T06:26:31+00:00</published>
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<id>urn:sha1:c43f6fa55aca23365c86c6ec1737d42be74d9d3e</id>
<content type='text'>
* Add executable test on matrix-typed vertex input.
* Fix emit logic of matrix layout qualifier.
* Pass fragment shader varying input by constref to allow EvaluateAttributeAtCentroid etc. to be implemented correctly.</content>
</entry>
<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>Initial `Atomic&lt;T&gt;` type implementation. (#5125)</title>
<updated>2024-09-20T22:11:23+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-09-20T22:11:23+00:00</published>
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<id>urn:sha1:490834924cc390cb812713c225b9a8227c66cf1f</id>
<content type='text'>
* Initial Atomic&lt;T&gt; type implementation.

* Update design doc.

* Fix.

* Add test.

* Fixes and add tests.

* Fix WGSL.

* Fix glsl.

* Fix metal.

* experiemnt with github metal.

* experiment github metal 2

* github metal experiment 3

* experiment with github metal 4.

* experiment with metal 5.

* experiment 7.

* metal experiment 8.

* Fix metal tests.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</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>Implement 8.14-8.19 of OpenGL-GLSL specification</title>
<updated>2024-04-03T13:30:46+00:00</updated>
<author>
<name>ArielG-NV</name>
<email>159081215+ArielG-NV@users.noreply.github.com</email>
</author>
<published>2024-04-03T13:30:46+00:00</published>
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<id>urn:sha1:a697b2c6707ee699cb734a03fa529dd214ac66cc</id>
<content type='text'>
The following PR implements 8.14-8.19 of the [OpenGL-GLSL specification](https://registry.khronos.org/OpenGL/specs/gl/GLSLangSpec.4.60.pdf).

Fully implements all functions and built-in type's, resolves https://github.com/shader-slang/slang/issues/3692 for GLSL &amp; SPRI-V targets.

_Notes:_
Testing Tools:
* Fragment shaders cannot test computational results. Only OpCodes are checked for proper emitting.

Implementation Notes:
* SubpassInput requires an unknown image format.
* SubpassInput is disjoint from TextureType: __SubpassImpl (.slang) &amp; SubpassInputType (Compiler) to reduce code generation required.
* SubpassInput required an additional input layout modifier, input_attachment_index, this was added as a new parameter binding attribute. Since the following qualifiers can overlap with different resources (`layout(input_attachment_index = 0, binding = 0, set = 0)`) input_attachment_index is checked for overlapping resource bindings separately from other qualifiers with `LayoutResourceKind::InputAttachmentIndex`.
* `GLSLInputAttachmentIndexLayoutModifier` was added to enforce function parameters only accepting `in` decorated variables.
* `in` decorated variables needed to have emitting modified to allow directly emitting the variable into function calls if used as a parameter, normally Slang has a "global variable" shadow as a "global parameter" through a copy. This does not work and is solved using `GlobalVariableShadowingGlobalParameterDecoration` to build a relationship of "global variable" to "global parameter", we then resolve this relationship and replace "global variable" uses later in compile.
* `AtomicCounterMemory` memory-constraint requires `OpCapability AtomicStorage`, `AtomicStorage` is invalid for Vulkan targets. glslang outputs for `barrier`, `memoryBarrier`, and `groupMemoryBarrier` `AtomicCounterMemory` as a memory constraint. This compiles as valid SPIR-V for Vulkan since `OpCapability AtomicStorage` is not declared. This behavior of glslang is undefined as per [3.31.Capability of the SPIR-V specification](https://registry.khronos.org/SPIR-V/specs/unified1/SPIRV.html#_capability). We will omit `AtomicCounterMemory` from our barrier calls.</content>
</entry>
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