<feed xmlns='http://www.w3.org/2005/Atom'>
<title>slang.git/source/slang/slang-stdlib.cpp, 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>2024-10-25T22:59:17+00:00</updated>
<entry>
<title>Replace stdlib with core-module on files and projects (#5411)</title>
<updated>2024-10-25T22:59:17+00:00</updated>
<author>
<name>Jay Kwak</name>
<email>82421531+jkwak-work@users.noreply.github.com</email>
</author>
<published>2024-10-25T22:59:17+00:00</published>
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<id>urn:sha1:d8969d87dcc9eea3f186a0c93c5e48d3d1659e05</id>
<content type='text'>
This commit renames the files and projects to prefer "core-module" over
"stdlib".

The directory name `source/slang-stdlib` needs to be renamed too, and
there will be another commit for it soon.</content>
</entry>
<entry>
<title>Restrict stdlib embed macros to single source file (#5251)</title>
<updated>2024-10-11T13:06:23+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2024-10-11T13:06:23+00:00</published>
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<id>urn:sha1:e91e1d4d54a14d985626318e5cf46635bfa4006d</id>
<content type='text'>
* Restrict stdlib embed macros to single source file

* Build slang-without-embedded-stdlib with the same target type as libslang

To avoid building everything twice</content>
</entry>
<entry>
<title>Move the file public header files to `include` dir (#4636)</title>
<updated>2024-07-17T17:53:19+00:00</updated>
<author>
<name>kaizhangNV</name>
<email>149626564+kaizhangNV@users.noreply.github.com</email>
</author>
<published>2024-07-17T17:53:19+00:00</published>
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<id>urn:sha1:2db15080085856ed9b5f20642dbb354aac59a888</id>
<content type='text'>
* Move the file public header files to `include` dir

Close the issue (#4635).

Move the following headers files to a `include` dir
located at root dir of slang repo:

 slang-com-helper.h -&gt; include/slang-com-helper.h
 slang-com-ptr.h -&gt; include/slang-com-ptr.h
 slang-gfx.h -&gt; include/slang-gfx.h
 slang.h -&gt; include/slang.h

Change cmake/SlangTarget.cmake to add include path to
every target, and change the source file to use
"#include &lt;slang.h&gt;" to include the public headers.

The source code update is by the script like follow:

```
fileNames_slang=$(grep -r "\".*slang\.h\"" source/ -l)

for fileName in "${fileNames_slang[@]}"
do
    echo "$fileName"
    sed -i "s/\".*slang\.h\"/\"slang\.h\"/" $fileName
done
```

* Fix the test issues

* Fix cpu test issues by adding include seach path

* Update cmake to not add include path for every target

Also change "#include &lt;slang.h&gt;" to "include "slang.h" " to
make the coding style consistent with other slang code.

* Change public include to private include for unit-test and slang-glslang</content>
</entry>
<entry>
<title>Fix type union logic in generic type inference. (#3852)</title>
<updated>2024-03-28T23:57:53+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-03-28T23:57:53+00:00</published>
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<id>urn:sha1:75afa659e9a16589638083a1fcf9e879225619cd</id>
<content type='text'>
</content>
</entry>
<entry>
<title>warnings (#3653)</title>
<updated>2024-03-01T20:43:26+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2024-03-01T20:43:26+00:00</published>
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<id>urn:sha1:a4ba7d63e3035895b8081387b49a52b0fda53424</id>
<content type='text'>
* Remove unused code

* unused variable warnings

* unused variable

---------

Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;</content>
</entry>
<entry>
<title>GLSL SSBO Support (#3400)</title>
<updated>2023-12-15T15:41:27+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2023-12-15T15:41:27+00:00</published>
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<id>urn:sha1:21d17abb0e511806b7c93effc58f37169d837766</id>
<content type='text'>
* Squash warnings and fix build with SLANG_EMBED_STDLIB

* Add GLSLShaderStorageBuffer magic wrapper

* Make GLSLSSBO not a uniform type

* Buffers are global variables

* Allow creating ssbo aggregate types

* Allow reading from RWSB using builder

* Nicer debug printing for ssbos

* Lower SSBO to RWSB

* Parse interface blocks into wrapped structs

* Lower Interface Block Decls to structs

* remove comment

* Two simple ssbo tests

* Move ssbo pass earlier

* Correct mutable buffer detection

* Do not replace ssbo usages outside of blocks

* Treat GLSLSSBO as a mutable buffer for type layouts

* regenerate vs projects

* Correctly detect ssbo types

* Diagnose illegal ssbo

* remove unreachable code

* neaten

* ci wobble

* Make GLSLSSBO ast handling more uniform

* Add modifier cases for glsl

* Use empty val info for unhandled interface blocks

necessary for ./tests/glsl/out-binding-redeclaration.slang

* more sophisticated modifier check

* Correct ssbo wrapper name</content>
</entry>
<entry>
<title>Unify stdlib `Texture` types into one generic type. (#3327)</title>
<updated>2023-11-16T22:32:33+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-11-16T22:32:33+00:00</published>
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<id>urn:sha1:4c78efd0c34442866f20e9d00bbb6908115c9a01</id>
<content type='text'>
* Unify Texture types in stdlib into 1 generic type.

* Fixes.

* Fix.

* Fixes.

* Fix reflection.

* Fix binding reflection.

* Add gather intrinsics.

* Fix gather intrinsics.

* Fix texture type toText.

* Fix intrinsic.

* fix cuda intrinsic.

* Fix project files.

* cleanup.

* Fix.

* Fix.

* Fix sampler feedback test.

* Fix getDimension intrinsics.

* Fix spirv sample image intrinsics.

* Fix test.

* Fix GLSL intrinsic.

* Cleanup.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Add GLSL Compatibility. (#3321)</title>
<updated>2023-11-15T01:46:05+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-11-15T01:46:05+00:00</published>
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<id>urn:sha1:12f7237e4060388494c549623f4a640327b7ca08</id>
<content type='text'>
* Parse glsl buffer blocks to GLSLInterfaceBlockDecl

* Parse glsl local size layout declarations

* Parse (and ignore) glsl version directives

* spelling

* Better l-value interpretation for glsl interface blocks

* Better l-value interpretation for glsl interface blocks

* Add compile flag for enabling glsl

* Parse and ignore precision modifiers.

* Automatically import `glsl` module for compatiblity.

* Complete vector and matrix types for glsl

* Remove generated file from repo

* Bump .gitignore

* do not mark out globals as params

* Synthesize entrypoint layout from global inout vars.

* update test result.

* Allow HLSL semantic on global variables.

* Fix.

* Fix test.

* Fix win32 compile error.

* Add more builtin input/output and texture intrinsics.

* Add struct/array constructor syntax.

* Skip `#extension` lines.

* overide operator * for matrix/vector multiplication.

* Add `matrixCompMult`.

* Parse modifiers in for loop init var declr.

* Add more glsl intrinsics, add stage into to var layout.

* Allow `int[3] x` syntax.

* Fix array type syntax.

---------

Co-authored-by: Ellie Hermaszewska &lt;ellieh@nvidia.com&gt;
Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>SPIR-V image operations (#3163)</title>
<updated>2023-09-05T15:26:59+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2023-09-05T15:26:59+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=2c2294d3310b24fd73cd41ec51338a736f3a2886'/>
<id>urn:sha1:2c2294d3310b24fd73cd41ec51338a736f3a2886</id>
<content type='text'>
* Add __truncate and __sampledType for spirv_asm

Allows some texture tests to start passing

* add __isVector

Currently unused

* Add 1-vector legalization pass (WIP)

* Add capabilities for image types

* neaten instruction dumping

* add 1-vector test

* Add a couple of cases to vec1 legalization

* Remove texture tests from expected failures

* comment

* regenerate vs projects

* Remove redundant define form synchapi emulation

* refactoring image methods

* All sample functions refactored

* Remove incorrect glsl intrinsics

Partially addresses https://github.com/shader-slang/slang/issues/3174

* __subscript image ops via writing funcs

* Extract texture struct writing from core.meta.slang

* Abstract out cuda intrinsic

* Remvoe erroneous call to opDecorateIndex

* spirv asm IR utils

* Correct position of loads for SPIR-V asm inst operands

* Raise constructors to global scope during spir-v legalization

* Correct snippet output

* Implement most texture sampling ops for SPIR-V

* Legalize 1-vectors for glsl too

* Make SPIR-V inst operands non-hoistable

* Better 1-vector legalization

* Put textures in ptrs for spirv

* insert missing break

* Add vec1 legalization test

* Add some missing pieces to slang-ir-insts

* Greatly neaten vec1 legalization

* a

* Neaten vec1 legalization

* Add image read and write intrinsics for spir-v

* Squash warnings

* regenerate vs projects

* Drop redundant guards

* Drop 5 tests from expected failure list

* Inst numbering changes to cross compile tests

* vec1 legalization tests only on vk

* Correct location of asm op emit

* Inline constant in spirv-asm

* Correct signedness for lane in wave intrinsics

* Extract element from float1 for cuda

* squash warnings

* Neaten spirv-emit

* dedupe more capabilities

* warnings

* neaten assert

* comments

* comments</content>
</entry>
<entry>
<title>Clean up and improve Val deduplication performance. (#3069)</title>
<updated>2023-08-09T16:11:23+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-08-09T16:11:23+00:00</published>
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<id>urn:sha1:c4615fe0ae7e1849b23e9a96d1453794b0b40e90</id>
<content type='text'>
* Clean up and improve Val deuplication performance.

* Fix.

* Fix.

* Fix.

* Fix.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
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