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<title>slang.git/tests/pipeline/rasterization/get-attribute-at-vertex.slang.hlsl, 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>2024-02-03T06:28:02+00:00</updated>
<entry>
<title>Capability type checking. (#3530)</title>
<updated>2024-02-03T06:28:02+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-02-03T06:28:02+00:00</published>
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<id>urn:sha1:14764896c34b230a5563f48d8b8e565de2f3aa10</id>
<content type='text'>
* Capability type checking.

* Fix.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Full address insts elimination for backward autodiff. (#2604)</title>
<updated>2023-01-23T14:59:25+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-01-23T14:59:25+00:00</published>
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<id>urn:sha1:46a4d98baa1d43b33717b4377aefeeaf46b9c2ff</id>
<content type='text'>
Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Add support for GetAttributeAtVertex for D3D (#1725)</title>
<updated>2021-02-24T16:21:37+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2021-02-24T16:21:37+00:00</published>
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<id>urn:sha1:d66b30729029bdb43892e05c9c80fd56ac95a24f</id>
<content type='text'>
This operation was added along with the `SV_Barycentrics` system-value input, and allows for a `nointerpolation` varying input to a fragment shader to be fetched at a specific vertex index within the primitive that is causing the fragment shader to be invoked.

This change adds support for the new operations in the standard library, and also includes a test case to make sure that we emit it correctly when producing HLSL/DXIL.

This change also includes a small bug fix to our emission logic for function parameters so that we properly emit layout-related attributes for varying parameters declared directly on an entry point.
(Note that most attribute end up being declared in `struct` types in existing HLSL shaders, and our IR passes produce only global variables for attributes on GLSL; the only case this affects is inidividual scalar/vector attributes declared declared as entry-point parameters, when outputting HLSL)

Note that this change only adds support for the new function on the HLSL/DXIL path, and doesn't yet add any cross-compilation support for GLSL/SPIR-V. The reason for this is that the equivalent GLSL feature(s) appear to use a different model to the HLSL version, and we need to invent a suitable approach to align them to make portable code possible.</content>
</entry>
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