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<title>slang.git/tests/bugs/vk-image-atomics.slang, 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>2024-06-08T12:12:49+00:00</updated>
<entry>
<title>SPIRV `Block` decoration fixes. (#4303)</title>
<updated>2024-06-08T12:12:49+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-06-08T12:12:49+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=9a23a9aab3721828526c921db1e779008e133e8f'/>
<id>urn:sha1:9a23a9aab3721828526c921db1e779008e133e8f</id>
<content type='text'>
* SPIRV `Block` decoration fixes.

- SPIRV does not allow duplicate `Block` decorations. So we shouldn't be generating them.

- Also fixes duplication of OpName.

- SPIRV and HLSL do not allow ConstantBuffer with trailing unsized arrays. Added a check in the front-end against such code.

* Convert failing cross-compile tests to filecheck.

---------

Co-authored-by: Jay Kwak &lt;82421531+jkwak-work@users.noreply.github.com&gt;</content>
</entry>
<entry>
<title>Fix Vulkan codegen for image atomics (#690)</title>
<updated>2018-10-25T19:49:36+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2018-10-25T19:49:36+00:00</published>
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<id>urn:sha1:ad47fe71defcc96a7bed87a4c3a40543978f0fb8</id>
<content type='text'>
The basic problem was that the front-end was generating code that used a `uint` vector for the coordinates, while GLSL requires an `int` vector.
Without support for implicit type conversions, this leads to GLSL compilation failure.

The fix here is to insert the type conversion as late as possible (during GLSL emit). This isn't a pretty solution, but it is the easiest one to implement in the current compiler.
A more forward-looking approach would be to support "force inline" functions in the stdlib, so that we can implement the conversion logic in a stdlib implementation specialized for the Vulkan/GLSL target.

At the moment, everything to do with image atomics is all sleight of hand anyway, so making it incrementally messier isn't a bit hit.</content>
</entry>
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