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<title>slang.git/tests/cross-compile/texture-load.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>2024-10-09T19:18:19+00:00</updated>
<entry>
<title>Use user defined type name in glsl buffer declarations. (#5242)</title>
<updated>2024-10-09T19:18:19+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-10-09T19:18:19+00:00</published>
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<id>urn:sha1:b8aab84e2c4c3e6d91d75ffcebfcc2f6e84da01c</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix GLSL translation of several Texture* operations (#800)</title>
<updated>2019-01-25T20:02:50+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2019-01-25T20:02:50+00:00</published>
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<id>urn:sha1:41fde4b836dbab627f8643a5002b2b6dd0417211</id>
<content type='text'>
A user found that the `Texture2D&lt;float2&gt;.Load(...)` operation was not being compiled to GLSL properly, such that it returned a `vec4` instead of the expected `vec2`.

The GLSL texture-related functions always return (and take) 4-component vectors, and we already have infrastructure in `emit.cpp` for recognizing a `$z` operator in the GLSL intrinsic definition to stand in for an appropriate swizzle based on teh number of components in the texture result type.

This change just adds that `$z` operator to the GLSL code for several more texture operations (including `Load()`) that are defined on a `Texture*&lt;T&gt;` and that return `T`.

This change doesn't try to add additional GLSL translations for texture-related operations (e.g., additional variations like `SampleCmp` that we have defined in the stdlib but not given GLSL translations for). That work still needs to be done.</content>
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