<feed xmlns='http://www.w3.org/2005/Atom'>
<title>slang.git/tests/spirv/depth-texture.slang, 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'/>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/'/>
<updated>2025-10-10T16:39:13+00:00</updated>
<entry>
<title>8503 wgsl depth texture (#8645)</title>
<updated>2025-10-10T16:39:13+00:00</updated>
<author>
<name>Sami Kiminki (NVIDIA)</name>
<email>235843927+skiminki-nv@users.noreply.github.com</email>
</author>
<published>2025-10-10T16:39:13+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=5c672cef1f6ac6b5cd6cd71bd47489b7b7331adb'/>
<id>urn:sha1:5c672cef1f6ac6b5cd6cd71bd47489b7b7331adb</id>
<content type='text'>
Add built-in type aliases for DepthTexture* and unify Sampler*Shadow
    
Add the following type aliases:
- DepthTexture1D, DepthTexture1DArray
- DepthTexture2D, DepthTexture2DArray
- DepthTexture2DMS, DepthTexture2DMSArray
- DepthTexture3D
- DepthTextureCube, DepthTextureCubeArray
    
These match with the type aliases for non-depth textures.
    
Also, unify the Sampler*Shadow type aliases with DepthTexture*
ones. This adds the following:
    
- Sampler2DMSShadow
- Sampler2DMSArrayShadow
    
and removes the Sampler3DArrayShadow type alias. As a side-effect, the
descriptions of Sampler*ArrayShadow type aliases are fixed
("texture-sampler for shadow" ==&gt; "texture-sampler array for shadow").

Update the slang tests to use the newly introduced type aliases instead
of
the custom type aliases that use _Texture&lt;&gt; directly.

Add DepthTexture testing in
hlsl-intrinsic/texture/texture-intrinsics. Do this by extracting the
test logic of computeMain() in a separate function and parametrize it
for non-depth/depth texture types. This adds basic coverage for the
following types:

- DepthTexture1D
- DepthTexture2D
- DepthTexture3D
- DepthTextureCube
- DepthTexture1DArray
- DepthTexture2DArray
- DepthTextureCubeArray

Issue #6166
Issue #8503</content>
</entry>
<entry>
<title>Respect isShadow() flag when setting depth type in SPIR-V backend (#8604)</title>
<updated>2025-10-04T12:50:56+00:00</updated>
<author>
<name>Nils Hasenbanck</name>
<email>hasenbanck@users.noreply.github.com</email>
</author>
<published>2025-10-04T12:50:56+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=3375cde1add65894b8f2e2780cc91ab4ccf6d8fb'/>
<id>urn:sha1:3375cde1add65894b8f2e2780cc91ab4ccf6d8fb</id>
<content type='text'>
This is important for SPIR-V targets that need to know if a texture is
designated as a depth texture or not (for example WebGPU).

I didn't change the default behavior for when isShadow() is not set,
since I didn't want to make the change too invasive.</content>
</entry>
</feed>
