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<title>slang.git/tests/bugs/ray-query-in-generic.slang, 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>2025-09-02T23:43:48+00:00</updated>
<entry>
<title>render-test: Change D3D12 default to sm_6_5 (#8320)</title>
<updated>2025-09-02T23:43:48+00:00</updated>
<author>
<name>James Helferty (NVIDIA)</name>
<email>jhelferty@nvidia.com</email>
</author>
<published>2025-09-02T23:43:48+00:00</published>
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<id>urn:sha1:f02b08490aa905f42a8d90381db84b1f8e409c0c</id>
<content type='text'>
Changes default for render-test to sm_6_5.
Since sm_6_5 is the new default, remove the -use-dxil option, add
-use-dxcb option
Remove -use-dxil option from all test cases.
Add -use-dxcb to two tests that needed it.

Fixes #7611</content>
</entry>
<entry>
<title>update slang-rhi (shader object refactor) (#6251)</title>
<updated>2025-02-28T01:54:22+00:00</updated>
<author>
<name>Simon Kallweit</name>
<email>64953474+skallweitNV@users.noreply.github.com</email>
</author>
<published>2025-02-28T01:54:22+00:00</published>
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<id>urn:sha1:38734ec1f6644f1565aeb91106f371b14d3ba07a</id>
<content type='text'>
* remove unused resource

* define buffer data

* add vs2022 build presets

* update slang-rhi API usage

* update slang-rhi

---------

Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;</content>
</entry>
<entry>
<title>Fix GLSL code gen around RayQuery and HitObject types. (#3173)</title>
<updated>2023-09-01T08:25:31+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-09-01T08:25:31+00:00</published>
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<id>urn:sha1:9c11a87f8f811a9a110d73a24ab93443ea347506</id>
<content type='text'>
* Update slang-llvm.

* Fix.

* fix.

* Fix unit tests for multi-thread execution.

* Fix tests.

* fixes.

* update tests.

* Add gfx-smoke to linux expected failure list.

* Try fix test.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Inline all RayQuery/HitObject typed functions when targeting GLSL. (#3172)</title>
<updated>2023-08-31T22:02:16+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-08-31T22:02:16+00:00</published>
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<id>urn:sha1:b7d19330c2d42937835d674758a05af3891e025b</id>
<content type='text'>
* Inline all RayQuery/HitObject typed functions when targeting GLSL.

* update test.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Add test case for RayQuery parameter. (#3140)</title>
<updated>2023-08-22T18:07:53+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-08-22T18:07:53+00:00</published>
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<id>urn:sha1:e2e10fb6b065ff78f40ff19e01a7fdd234b1b560</id>
<content type='text'>
* Add test case for RayQuery parameter.

* Update expeccted failure.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
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