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<title>slang.git/tests/hlsl-intrinsic/wave-active-count-bits.slang, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
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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>Add Metal support for WaveGetActiveMask and WaveActiveCountBits (#8218)</title>
<updated>2025-08-20T17:32:13+00:00</updated>
<author>
<name>Tianyu Li</name>
<email>ltyucb@gmail.com</email>
</author>
<published>2025-08-20T17:32:13+00:00</published>
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<id>urn:sha1:82e3fc9c1064f06780f6449154c7cf8f663fceac</id>
<content type='text'>
## Summary

- Add Metal platform support for `WaveGetActiveMask()` and
`WaveActiveCountBits()` wave intrinsics
- Update capability requirements to include Metal platform for subgroup
ballot operations
- Implement Metal-specific intrinsic assembly using `simd_ballot()` and
`simd_vote` APIs

  ## Changes

  - **source/slang/hlsl.meta.slang**:
- Add Metal target case for `WaveGetActiveMask()` using
`simd_ballot(true)`
- Update capability requirements from `cuda_glsl_hlsl_spirv` to
`cuda_glsl_hlsl_metal_spirv` for wave ballot functions
  - **source/slang/slang-capabilities.capdef**:
    - Add `metal` to `subgroup_ballot_activemask` capability alias</content>
</entry>
<entry>
<title>Updated support to enable batch3  (#8219)</title>
<updated>2025-08-20T09:11:06+00:00</updated>
<author>
<name>Harsh Aggarwal (NVIDIA)</name>
<email>haaggarwal@nvidia.com</email>
</author>
<published>2025-08-20T09:11:06+00:00</published>
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<id>urn:sha1:e0c20a076f2ec84586b6508664df4f59273c6aaf</id>
<content type='text'>
Enable CUDA support for batch 3 tests
    - Enhanced wave operations with exclusive support
    - Added proper identity values for min/max operations
    - Fixed intrinsic name mapping issues
    - Updated test configurations

Co-authored-by: Ellie Hermaszewska &lt;ellieh@nvidia.com&gt;</content>
</entry>
<entry>
<title>Warning on lossy implicit casts. (#2367)</title>
<updated>2022-08-18T06:08:34+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-08-18T06:08:34+00:00</published>
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<id>urn:sha1:adaea0e993fd8db351b5dad92802e47ed6d0ec77</id>
<content type='text'>
* Warning on bool to float conversion.

* Fix test cases.

* Improve.

* LanguageServer: don't show constant value for non constant variables.

* Fix tests.

* Fix warnings in tests.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Use detected shader model in gfx/d3d12. (#1996)</title>
<updated>2021-10-29T16:36:07+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-10-29T16:36:07+00:00</published>
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<id>urn:sha1:4ebbf357e18de77af4fff8a112e8a25b06e3e940</id>
<content type='text'>
* Use detected shader model in gfx/d3d12.

* Enable all d3d12 tests on Github.

* Improve d3d12 software device detection.

* Disable d3d12 tests on github for now.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Enable testing with Swiftshader. (#1906)</title>
<updated>2021-07-09T18:00:44+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-07-09T18:00:44+00:00</published>
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<id>urn:sha1:fa565f96823f3985cffa3a899742fdf1449d5876</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Convert more tests to use shader objects (#1659)</title>
<updated>2021-01-15T20:10:06+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2021-01-15T20:10:06+00:00</published>
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<id>urn:sha1:2a5d5b32348c33aac7ca62aa9a4c2bb7cff8e08a</id>
<content type='text'>
This change converts a large number of our existing tests to use the `ShaderObject` support that was added to the `gfx` layer.

In many cases, tests were just updated to pass `-shaderobj` and the result Just Worked.
In other cases, a `name` attribute had to be added to one or more `TEST_INPUT` lines.

For tests that did not work with shader objects "out of the box," I spent a little bit of time trying to get them work, but fell back to letting those tests run in the older mode.
Future changes to the infrastructure will be needed to get those additional tests working in the new path.

Along with the changes to test files, the following implementation changes were made to get additional tests working:

* Because the shader object mode uses explicit register bindings (from reflection), the hacky logic that was offseting `u` registers for D3D12 based on the number of render targets gets disabled (by another hack).

* The "flat" reflection information coming from Slang was not correctly reporting "binding ranges" for things that consumed only uniform data (which would be everything on CUDA/CPU), so it was refactored to properly include binding ranges for anything where the type of the field/variable implied a binding range should be created (even if the `LayoutResourceKind` was `::Uniform`).

* A few fixes were made to the CUDA implementation of `Renderer`, in order to get additional tests up and running. Most of these changes had to do with texture bindings, which hadn't really been tested previously.

In addition, a few changes were made that were attempts at getting more tests working, but didn't actually help. These could be dropped if requested:

* As a quality-of-life feature (not being used) the `object` style of `TEST_INPUT` line is upgraded to support inferring the type to use from the type of the input being set.

* Any `object` shader input lines get ignored in non-shader-object mode.</content>
</entry>
<entry>
<title>Bugfix: WaveActiveCountBits on glsl output. (#1488)</title>
<updated>2020-08-11T22:19:11+00:00</updated>
<author>
<name>jsmall-nvidia</name>
<email>jsmall@nvidia.com</email>
</author>
<published>2020-08-11T22:19:11+00:00</published>
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<id>urn:sha1:ec095a3a736f88f095fc947659da1793c8ccc54a</id>
<content type='text'>
* Fix WaveActiveCountBits on glsl output.

* Fix warning `could not be inlined because the return instruction is not at the end of the function. This could be fixed by running merge-return before inlining.` from glslang - because we weren't including the CreateMergeReturnPasss on default optimization, and it's assumed in InlineExhaustivePass.

* Keep WaveActiveCountBits use the default WaveMask impl.

* Fix WaveCountBits calculation.
Use WaveActiveBallot instead of the _WaveActiveBallot.</content>
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