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<title>slang.git/tests/hlsl/cbuffer-float3-offsets-aligned.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>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>Enable tests for CUDA (#7593)</title>
<updated>2025-07-03T12:30:38+00:00</updated>
<author>
<name>Mukund Keshava</name>
<email>mkeshava@nvidia.com</email>
</author>
<published>2025-07-03T12:30:38+00:00</published>
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<id>urn:sha1:141eac9eb4400cf94c0a076f339e1d43ed652306</id>
<content type='text'>
Enable intrinsic tests for cuda. Most of these tests were either
disabled or just not enabled for cuda.

Fixes #7592

Co-authored-by: Ellie Hermaszewska &lt;ellieh@nvidia.com&gt;</content>
</entry>
<entry>
<title>Fix argument to float3 cbuffer tests (#7391)</title>
<updated>2025-06-12T18:29:56+00:00</updated>
<author>
<name>James Helferty (NVIDIA)</name>
<email>jhelferty@nvidia.com</email>
</author>
<published>2025-06-12T18:29:56+00:00</published>
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<id>urn:sha1:3ffeaf4c7f22bfe95702da76d710362b277e15ac</id>
<content type='text'>
Results of these tests had been marked ignored, because they failed on
VK with the GLSL backend. This change removes them from the
expected-failure.txt file and adds the correct command line option to
avoid using the GLSL target.

Addresses concern raised on #7282</content>
</entry>
<entry>
<title>Fix IR layout of 3-element vectors in cbuffers for -fvk-use-dx-layout (#7282)</title>
<updated>2025-06-10T15:02:38+00:00</updated>
<author>
<name>James Helferty (NVIDIA)</name>
<email>jhelferty@nvidia.com</email>
</author>
<published>2025-06-10T15:02:38+00:00</published>
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<id>urn:sha1:e37202002276b679c5241b2678af612552b06d2c</id>
<content type='text'>
* Better handling for 16-byte boundary of d3d cbuffer

Fixes #6921

D3D cbuffers have slightly different packing rules that allow packing
vectors into a 16-byte slot at element alignments, except when
a field would cross a 16-byte boundary. In that case, we need to
realign the field to the next 16-byte boundary.

In particular, this impacts vec3s, which are not a power of two in
size and thus require slightly different alignment logic, compared to
std430 and std140. (Example: a float and float3 should fit together in
that order in a single slot.)

Adds test cases.

Adds documentation page for GLSL target</content>
</entry>
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