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<title>slang.git/tests/pipeline/rasterization/mesh/task-groupshared.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>Migrate render-test away from deprecated compile request API (#6514)</title>
<updated>2025-03-12T11:44:57+00:00</updated>
<author>
<name>Anders Leino</name>
<email>aleino@nvidia.com</email>
</author>
<published>2025-03-12T11:44:57+00:00</published>
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<id>urn:sha1:f4d5372d3354e62770b076b47892b5172223e98a</id>
<content type='text'>
* Add a simple interface parameter test

Since there's no documentation, it's nice to have a simple test case in order to
experiment with this feature of the testing framework.

* Add shader entry point attributes to tests

* Fix specialization arguments for tests

- Add some missing arguments
- Rremove one extraneous argument.

* Stop using deprecated compile request in render-test

Use a session object instead of the deprecated compile request object.
This closes issue #4760.</content>
</entry>
<entry>
<title>Capability System: Implicit capability upgrade warning/error (#4241)</title>
<updated>2024-06-12T20:38:23+00:00</updated>
<author>
<name>ArielG-NV</name>
<email>159081215+ArielG-NV@users.noreply.github.com</email>
</author>
<published>2024-06-12T20:38:23+00:00</published>
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<id>urn:sha1:8813c610562b1c30222ec3ef0734ef601d43b617</id>
<content type='text'>
* capability upgrade warning/error

adjusted implementation + tests to support a warning/error if capabilities are implicitly upgraded and test accordingly.

* add glsl profile caps

* add GLSL and HLSL capabilities to the associated capability

* syntax error in capdef

* only error if user explicitly enables capabilities

1. changed testing infrastructure to not set a `profile` explicitly,
2. Added tests to be sure this works as intended with user API and with slangc command line

* Change capability atom definitions and how Slang manages them to fix errors

1. most `glsl_spirv` version atoms have been removed from `.capdef`, instead we will translate `spirv` version atoms into `glsl_spirv` since there is no point in writing the same code twice in `.capdef` files to define `spirv` versions.
2. add spirv version, and hlsl sm version (and equivlent) capability dependencies
3. removed some stage requirments which were set on objects, keep the wrapper capabilities. I am keeping the wrapper capabilities since I am unaware on if there are stage limitations (spec says code in practice does not work).

* check internal version instead of version profile (_spirv_1_5 vs. spirv_1_5)

* remove unused OpCapability. adjust SPIRV version'ing again for glsl_spirv

* apply workaround for glslang bug with rayquery usage

* ensure capabilities targetted by a profile and added together by a user are valid

* remove additions to `spirv_1_*` wrapper

* spirv_* -&gt; glsl_spirv fix

* fix bug where incompatable profiles would cause invalid target caps

* try to avoid joining invalid capabilities

* fix the warning/error &amp; printing

* run through tests to fix capability system and test mistakes

many mistakes were mesh shaders doing `-profile glsl_450+spirv_1_4`. This is not allowed for a few reasons
1. the test tooling does not handle arguments the same as `slangc`
2. glsl_450 core profile does not support mesh shaders, nor does spirv_1_4. sm_6_5 does work in this senario

* set some sm_4_1 intrinsics to sm_4_0

* replace `GLSL_` defs with `glsl_`

* swap the unsupported render-test syntax for working syntax

* set d3d11/d3d12 profile defaults

this is required since sm version changes compiled code &amp; behavior

* adjusted nvapi capabilities with atomics + d3d11 set to use sm_5_0 as per default

* cleanup

* address review

* incorrect styling

* change `bitscanForward` to work as intended on 32 bit targets

---------

Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;</content>
</entry>
<entry>
<title>Mesh shader refactoring and bugfixes (#3702)</title>
<updated>2024-03-15T00:48:41+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2024-03-15T00:48:41+00:00</published>
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<id>urn:sha1:d40931cc8bde13520ea45769cf94e7cc6cc9065f</id>
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</content>
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<entry>
<title>WIP Mesh shaders for SPIR-V (#3226)</title>
<updated>2023-09-27T18:46:03+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2023-09-27T18:46:03+00:00</published>
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<id>urn:sha1:8326248542c2196b4a4ba80f068adb8a0edd6006</id>
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* SPIR-V impl for SetMeshOutputCounts and DispatchMesh

* Unsightly fix for legalization ordering differences between GLSL and SPIR-V

* spelling

* Start a new block after terminating one in the OpEmitMeshTasksExt SPIR-V asm block

* Emit mesh shader decorations in SPIR-V

* Mesh and task shader stages for spir-v

* Output explicit gl builtins for spir-v

* Be more hygenic when SOAizing mesh outputs

* Do not create builtin paramter block for spirv mesh outputs

* Pass mesh payloads around by ref

* comment

* less expected failure

* remove unused

* Add spirv op

* Correct type query for default flat modifier

---------

Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;</content>
</entry>
<entry>
<title>Add Mesh and Task shader support to GFX (#3190)</title>
<updated>2023-09-12T03:13:11+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2023-09-12T03:13:11+00:00</published>
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<id>urn:sha1:09854a4596019ddb3bb315b8836b5c88e718cdc7</id>
<content type='text'>
* Bump vulkan headers

Also just use vulkan-headers as a submodule

* Add drawMeshTasks to gfx graphics pipelines

* Add DispatchMesh overload with no payload, with GLSL intrinsic

* Require spirv 1.4 for mesh shaders

* Add vulkan mesh shader feature discovery

* Add mesh shader stage bits to vk-util

* Add mesh and task shader support to render-test

* Add mesh and task tests

* Preserve "payload" specifier in task shaders

* Add mesh shader pipeline support to gfx

* Add TODO

* Add numThreads attribute for amplification stage

* Add payload to task shader test

* Drop dependency on d3dx12

* Allow passing payloads from task to mesh shaders

* regenerate vs projects

* check DispatchMesh name correctly

* Add mesh shader tests to failing tests

* Detect wave-ops feature on vulkan

* Add fuse-product to expected failures

This fails because the global varaible `count` is not initialized

* Add required extension to WaveMaskMatch SPIR-V impl

* Remove meshShader member from pipeline desc

* Identify mesh shader support on d3d12</content>
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