<feed xmlns='http://www.w3.org/2005/Atom'>
<title>slang.git/tests/vkray/closesthit.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>2025-07-02T02:09:29+00:00</updated>
<entry>
<title>Defer immutable buffer loads when emitting spirv. (#7579)</title>
<updated>2025-07-02T02:09:29+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2025-07-02T02:09:29+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=c701ec00ccce6dfa8094d6550ce2db929fc8cefe'/>
<id>urn:sha1:c701ec00ccce6dfa8094d6550ce2db929fc8cefe</id>
<content type='text'>
* Defer immutable buffer loads when emitting spirv.

* Fix.

* Fix.

* Fix.

* Fix tests.

* Fix test.</content>
</entry>
<entry>
<title>Update spirv-tools version (#5089)</title>
<updated>2024-09-19T20:02:49+00:00</updated>
<author>
<name>cheneym2</name>
<email>acheney@nvidia.com</email>
</author>
<published>2024-09-19T20:02:49+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=9d40ce4e8921ef468281c91f052dbd443ecf56e2'/>
<id>urn:sha1:9d40ce4e8921ef468281c91f052dbd443ecf56e2</id>
<content type='text'>
* Update spirv-headers and spirv-tools versions

* Fix compute-derivative regressions with upgraded spirv headers

Extension was promoted from NV to KHR while retaining same enums.

Fixes #5106

* Prevent DCE on ray trace position fetch

Adds dummy usage to the intersection positions fetched
from HitTriangleVertexPositions to prevent DCE from
removing their usage.

Fixes #5105

* Update spirv-tools-generated

* More DerivativeGroup*KHR test fixes

Add fixes for a missing test intrinsic-derivative-function-in-compute.slang
Use the {{NV|KHR}} syntax to tolerate either enum.

Fixes #5106

* Squash tabs in closesthit test

* HACK test CI

* Avoid multiple IncomingRayPayloadKHR storage params

* Revert "HACK test CI"

This reverts commit c2556ea2baef0bd48e4c86f90cf17dfab80015c1.

* Avoid multiple IncomingRayPayloadKHR storage params in anyhit</content>
</entry>
<entry>
<title>Update spirv-header and spirv-tools to Jun/2024 (#4679)</title>
<updated>2024-07-18T20:21:12+00:00</updated>
<author>
<name>Jay Kwak</name>
<email>82421531+jkwak-work@users.noreply.github.com</email>
</author>
<published>2024-07-18T20:21:12+00:00</published>
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<id>urn:sha1:ad379b7c532bef5ac49e6d730027ac8751e618d7</id>
<content type='text'>
The following external directories are updated.
It is to use a new SPIRV keyword, "OpExtInstWithForwardRefs".

Related to #4304

external/spirv-header:
&gt; commit 2acb319af38d43be3ea76bfabf3998e5281d8d12
&gt; Author: Kévin Petit kevin.petit@arm.com
&gt; Date: Wed Jun 12 16:41:14 2024 +0100
&gt; SPV_ARM_cooperative_matrix_layouts (#433)

external/spirv-tools:
&gt; commit ce46482db7ab3ea9c52fce832d27ca40b14f8e87
&gt; Author: Nathan Gauër brioche@google.com
&gt; Date: Thu Jun 6 12:17:51 2024 +0200
&gt; Add KHR suffix to OpExtInstWithForwardRef opcode. (#5704)
&gt; The KHR suffix was missing from the published SPIR-V extension.
&gt; This is now fixed, but requires some patches in SPIRV-Tools.

external/spirv-tools-generated:
This is generated from spirv-tools</content>
</entry>
<entry>
<title>Add test to closesthit and anyhit shaders (#3457)</title>
<updated>2024-01-17T23:33:36+00:00</updated>
<author>
<name>kaizhangNV</name>
<email>149626564+kaizhangNV@users.noreply.github.com</email>
</author>
<published>2024-01-17T23:33:36+00:00</published>
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<id>urn:sha1:bf2e0fe7e28dff4613e816ad6fb1abdb522fc28a</id>
<content type='text'>
Add test to closesthit.slang and anyhit.slang
to test the slang stdlib API: HitTriangleVertexPosition.

The new test will add the checking for extension declaration,
built-in declaration, and built-in variable access.</content>
</entry>
<entry>
<title>[Direct SPIRV]: ray tracing pipeline intrinsics. (#3244)</title>
<updated>2023-09-29T01:08:06+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-09-29T01:08:06+00:00</published>
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<id>urn:sha1:af61737e7ba107e9e92164bf39ce6ab34e05ce82</id>
<content type='text'>
* Use a dedicated inst opcode to retrieve ray payload locations.

* [Direct SPIRV]: ray tracing pipeline intrinsics.

* Fix.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Add all RayQuery SPIRV Intrinsics. (#3204)</title>
<updated>2023-09-13T16:48:32+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-09-13T16:48:32+00:00</published>
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<id>urn:sha1:d2466a602774fcaec063e2f8cdbf86fd5e160a21</id>
<content type='text'>
* Add all RayQuery SPIRV Intrinsics.

* Fix

* Fix.

* fix.

* Fix.

* Fix.

* Fix.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Fixed the mapping of the ray tracing instance functions to GLSL (#2177)</title>
<updated>2022-04-07T02:07:30+00:00</updated>
<author>
<name>Alexey Panteleev</name>
<email>alpanteleev@nvidia.com</email>
</author>
<published>2022-04-07T02:07:30+00:00</published>
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<id>urn:sha1:86221ff4757ee504307f3537b34acb05117ce272</id>
<content type='text'>
* Fixed the mapping of the *InstanceID() and *InstanceIndex() functions to GLSL.

* Fixed and somewhat improved the vkray/closesthit test.</content>
</entry>
<entry>
<title>Use "capability" system to select VKRT extension (#1647)</title>
<updated>2021-01-05T17:00:00+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2021-01-05T17:00:00+00:00</published>
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<id>urn:sha1:b4f94629f225b837e7102acc337610c5d4d8a7c1</id>
<content type='text'>
* Use "capability" system to select VKRT extension

Slang currently supports translation of ray tracing shader code to Vulkan GLSL code that uses the `GL_NV_ray_tracing` extension. A multi-vendor equivalent of that extension has been released as `GL_EXT_ray_tracing` and we want Slang to support that extension as well.

At the simplest, making the change from one extension to the other is just a matter of changing a few strings, since it does not appear that anything of significance was changed at the GLSL level (or even in SPIR-V). Where this gets trickier is when we have users who want us to support *both* extensions, and to be able to switch between them.

The solution we've implemented here more or less amounts to:

* If you don't tell the compiler which extension to use, it will default to `GL_EXT_ray_tracing` (the newer multi-vendor one).

* If you explicitly want the older extension, you can opt into it using the `-profile` option or via a new API for explicitly adding capabilities to your target.

Making that work required a few different kinds of changes:

* The options parsing and public API needed ways to add optional capabilities to a target.

* During GLSL code emit, we can check the capabilities that were added to the target to see if the `GL_NV_ray_tracing` extension was explicitly enabled and, if not, default to using the `GL_EXT_ray_tracing` names for things. This step is needed because some of the modifiers/attributes involved in the extension have to be handled explicitly in the code generator rather than implicitly as part of mapping intrinsic functions.

* We add two different translations to the relevant operatiosn in the stdlib, one marked with each of the extensions. If profile/capability-based overload resolution can be relied on to pick the right one, this should Just Work.

* Next, a bunch of work had to go into making capability-based overloading Just Work for the purposes of this change. There's been a nearly complete reworking of the implementation of `CapabilitySet` here to make it more suitable for our needs.

* The tests that were using ray tracing translation for Vulkan needed to be updated. For some of them I updated their baselines to use `GL_EXT_ray_tracing` so that they can test the new path. For others, I updated the command line for the test case so that it explicitly opts into using `GL_NV_ray_tracing`. The result is that we have some coverage of each extension. I would have liked to have each test run in both modes, but our pass-through glslang support doesn't support `-D` options, so I couldn't take that step easily.

This change does *not* add support for `GL_EXT_ray_query`, the extension that supports "DXR 1.1" style queries under Vulkan. Adding support for that extension should hopefully be a smaller step because it doesn't have the same multiple-extensions issue.

This change does *not* address a lot of possible avenues for improvement or cleanup around the capability system. It focuses only on those changes that are necessary to make the ray tracing feature work and leaves the rest for future work.

* fixup: infinite loop

* Comment-only change to retrigger TC build</content>
</entry>
<entry>
<title>Add support for Vulkan raytraicng "shader record" (#735)</title>
<updated>2018-12-01T01:52:52+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2018-12-01T01:52:52+00:00</published>
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<id>urn:sha1:3d60cc0ca818556b78f38a59eb5521044b8a6b71</id>
<content type='text'>
The syntax for this is a placeholder for now, since we will probably want to migrate to whatever gets decided on for dxc. To declare that some data should be part of the "shader record" use `layout(shaderRecordNV)` to mirror the GLSL raytracing extension:

```hlsl
layout(shaderRecordNV)
cbuffer MyShaderRecord
{
    float4 someColor;
    uint   someValue;
}
```

The intention (not enforced) is that an application would map `MyShaderRecord` to "root constants" in the "local root signature" when compiling for DXR, while the output code in GLSL will always map to the shader record in Vulkan raytracing:

```glsl
layout(shaderRecordNV)
buffer MyShaderRecord
{
    float4 someColor;
    uint   someValue;
};
```

This change does *not* support declaring a global value of `struct` type with `layout(shaderRecordNV)` (or a `ParameterBlock` with the modifiers, although that would be a nice-to-have feature) and it does *not* support having the contents of the shader record be mutable (even if GLSL/Vulkan allows it). Those can/should be added in future changes.

In terms of implementation, this closely mirrors the way that `layout(push_constant)` buffers were being handled, where the data inside the `ConstantBuffer&lt;X&gt;` (the value of type `X`) gets laid out using ordinary rules (and consuming ordinary `UNIFORM` storage, while the buffer itself is given a different layout resource to reflect that fact that it does not consume a VK `binding` any more, but a different conceptual resource.

Note: an alternative design here (that might actually be preferrable) would be to have both push-constant and shader-record buffers be handled as alternative aliases for `ConstantBuffer` (or maybe `ParameterBlock`) so that you have, e.g.:

```hlsl
PushConstantBuffer&lt;X&gt; myPushConstants;
ShaderRecord&lt;Y&gt; myShaderRecord;
```

This alternative design avoids API-specific decorations on the declarations, and reflects the intent of the programmer very directly, even when they are compiling for a target like D3D that doesn't reflect these choices at the IL level (it could still be exposed through the Slang reflection API).</content>
</entry>
<entry>
<title> Support cross-compilation of ray tracing shaders to Vulkan (#663)</title>
<updated>2018-10-04T23:05:23+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2018-10-04T23:05:23+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=4cb2a19ef192424c0a4eb205a773624563222383'/>
<id>urn:sha1:4cb2a19ef192424c0a4eb205a773624563222383</id>
<content type='text'>
* Move to newer glslang

* Support cross-compilation of ray tracing shaders to Vulkan

This change allows HLSL shaders authored for DirectX Raytracing (DXR) to be cross-compiled to run with the experimental `GL_NVX_raytracing` extension (aka "VKRay").

* The GLSL extension spec is marked as experimental, so that any shaders written using this support should be ready for breaking changes when the spec is finalized.
* "Callable shaders" are not exposed throug the GLSL extension, so this feature of DXR will not be cross-compiled.
* The experimental Vulkan raytracing extension does not have an equivalent to DXR's "local root signature" concept. This does not visibly impact shader translation (because the local/global root signature mapping is handled outside of the HLSL code), but in practice it means that applications which rely on local root signatures on their DXR path will not be able to use the translation in this change as-is; more work will be needed.

The simplest part of the implementation was to go into the Slang standard library and start adding GLSL translations for the various DXR operations.
In some cases, like mapping `IgnoreHit()` to `ignoreIntersectionNVX()` this is almost trivial.
The various functions to query system-provided values (e.g., `RayTMin()`) were also easy, with the only gotcha being that they map to variables rather than function calls in GLSL, and our handling of `__target_intrinsic` assumes that a bare identifier represents a replacement function name, and not a full expression, so we have to wrap these definitions in parentheses.

The tricky operations are then `TraceRay&lt;P&gt;()` and `ReportHit&lt;A&gt;()`, because these two are generics/templates in HLSL.
GLSL doesn't support generics, even for "standard library" functions, so the raytracing extension implements a slightly complex workaround: the matching operations `traceNVX()` and `reportIntersectionNVX()` pass the payload/attributes argument data via a global variable.
That is, shader code for the GLSL extensions writes to the global variable and then calls the intrinsic function.
The linkage between the call site and the global is established by a modifier keyword (`rayPayloadNVX` and `hitAttributeNVX`, respectively) and in the case of ray payload also uses `location` number to identify which payload global to use (since a single shader can trace rays with multiple payload types).

Our translation strategy in Slang tries to leverage standard language mechanisms instead of special-case logic.
For example, to translate the `ReportHit&lt;A&gt;()` function, we provide both a default declaration that will work for HLSL (where the operation is built-in with the signature given), and a *definition* marked with the `__specialized_for_target(glsl)` modifier.
The GLSL definition declares a function `static` variable that will fill the role of the required global, and then does what the GLSL spec requires: assigns to the global, and then calls the `reportIntersectionNVX` builtin (which we declare as a separate builtin).
Our ordinary lowering process will turn that `static` variable into an ordinary global in the IR, and the `[__vulkanHitAttributes]` attribute on the variable will be emitted as `hitAttributeNVX` in the output.
There is no additional cross-compilation logic in Slang specific to `ReportHit&lt;A&gt;()` - the target-specific definition in the standard library Just Works.

The case for `TraceRay&lt;P&gt;()` is a bit more complicated, simply because the GLSL `traceNVX()` function needs to be passed the `location` for the payload global.
We implement the payload global as a function-`static` variable, with the knowledge that every unique specialization of `TraceRay&lt;P&gt;()` will generate a unique global variable of type `P` to implement our function-`static` variable.
We then add a slightly magical builtin function `__rayPayloadLocation()` that can map such a variable to its generated `location`; the logic for this is implemented in `emit.cpp` and described below.

We also changed the `RayDesc` and `BuiltinTriangleIntersectionAttributes` types from "magic" intrinsic types over to ordinary types (because the GLSL output needs to declare them as ordinary `struct` types).
This ends up removing some cases in the AST and IR type representations.
By itself this change would break HLSL emit, because in that case the types really are intrinsic.
We added a `__target_intrinsic` modifier to these types to make them intrinsic for HLSL, and then updated the downstream passes to handle the notion of target-intrinsic types.

The logic for binding/layout of entry point inputs and outputs was updated so that raytracing stages don't follow the default logic for varying input/output parameters.
This is because the input/output parameters of a raytracing entry point aren't really "varying" in the same sense as those in the rasterization pipeline.
In particular, the SPIR-V model for raytracing input and output treats "ray payload" and "hit attributes" parameters as being in a distinct storage class from `in` or `out` parameters.

We also detect cases where a ray tracing stage declares inputs/outputs that it shouldn't have. This logic could conceivably be extended to other stages (e.g., to give an error on a compute shader with user-defined varying input/output).

The type layout logic added cases for handling raytracing payload and hit-attribute data, but this is currently just a stub implementation that follows the same logic as for varying `in` and `out` parameters (it cannot give meaningful byte sizes/offsets right now).
To my knowledge the GLSL spec doesn't currently specify anything about layout, and I haven't read the DXR spec language carefully enough to know what it says about layout.
A future change should update the layout logic to allow for byte-based layout of ray payloads, etc. so that we can query this information via reflection.

The GLSL legalization logic in `ir.cpp` was updated to factor out the per-entry-point-parameter code into its own function, and then that function was updated to special-case the input/output of a ray-tracing shader.

While for rasterization stages we typically want to take the user-declared input/output and "scalarize" it for use in GLSL (in part to deal with language limitations, and in part to tease system values apart from user-defined input/output), the GLSL spec for raytracing requires payload and hit attribute parameters to be declared as single variables. There is also the issue that even for an `in out` parameter, a ray payload parameter should only turn into a single global, whereas the handling for varying `in out` parameters generates both an `in` and an `out` global for the GLSL case.

Other than the handling of entry point parameters, the GLSL legalization pass doesn't need to do anything special for ray tracing shaders.

The trickiest change in the `emit.cpp` logic is that we now generate `location`s for ray payload arguments (the outgoing from a `TraceRay()` call) on demand during code generation.
This is a bit hacky, and it would be nice to handle it as a separate pass on the IR rather than clutter up the emit logic, but this approach was expedient.
Basically, any of the global variables that got generated from the `static` declarations in the standard library implementation of `TraceRay()` will trigger the logic to assign them a `location`.

The logic for emitting intrinsic operations added a few new `$`-based escape sequences. The `$XP` case handles emitting the location of a generated ray payload variable; this is how we emit the matching location at the site where we call `traceNVX`. The `$XT` case emits the appropriate translation for `RayTCurrent()` in HLSL, because it maps to something different depending on the target stage.

All of the test cases here consist of a pair of an HLSL/Slang shader written to the DXR spec, plus a matching GLSL shader for a baseline.
The GLSL shaders are carefully designed so that when fed into glslang they will produce the same SPIR-V as our cross-compilation process.
This kind of testing is quite fragile, but it seems to be the best we can do until our testing framework code supports *both* DXR and VKRay.

A bunch of the core changes ended up being blocked on issues in the rest of the compiler, so some additional features go implemented or fixed along the way:

The first big wall this work ran into was that the `__specialized_for_target` modifier hasn't actually been working correctly for a while.
It turns out that for the one function that is using it, `saturate()`, we have been outputting the workaround GLSL function in *all* cases (including for HLSL output) rather than only on GLSL targets.

The problem here is that for a generic function with a `__specialized_for_target` modifier or a `__target_intrinsic` modifier, the IR-level decoration will end up attached to the `IRFunc` instruction nested in the `IRGeneric`, but the logic for comparing IR declarations to see which is more specialized (via `getTargetSpecializationLevel()`) was looking only at decorations on the top-level value (the generic).

The quick (hacky) fix here is to make `getTargetSpecializationLevel()` try to look at the return value of a generic rather than the generic itself, so that it can see the decorations that indicate target-specific functions.
A more refined fix would be to attach target-specificity decorations to the outer-most generic (to simplify the "linking" logic).
The only reason not to fold that into the current fix is that the `__target_intrinsic` modifier currently serves double-duty as a marker of target specialization *and* information to drive emit logic. The latter (the emit-related stuff) currently needs to live on the `IRFunc`, and moving it to the generic could easily break a lot of code.

This needs more work in a follow-on fix, but for now target specialization should again be working.

The other big gotcha that the simple "just use the standard library" strategy ran into was that function-`static` variables weren't actually implemented yet, and in particular function-`static` variables inside of generic functions required some careful coding.

The logic in `lower-to-ir.cpp` has this `emitOuterGenerics()` function that is supposed to take a declaration that might be nested inside of zero or more levels of AST generics, and emit corresponding IR generics for all those levels.
This is needed because two different AST functions nested inside a single generic `struct` declaration should turn into distinct `IRFunc`s nested in distinct `IRGeneric`s.
The tricky bit to making that all work is that the same AST-level generic type parameter will then map to *different* IR-level instructions (the parameters of distinct `IRGeneric`s) when lowering each function.
The existing logic handled this in an idiomatic way by making "sub-builders" and "sub-contexts."
This change refactors some of the repeated logic into a `NestedContext` type to help simplify the pattern, and applies it consistently throughout the `lower-to-ir.cpp` file.

Besides that cleanup, the major change is `lowerFunctionStaticVarDecl` which, unsurprisingly, handles lower of function-`static` variables to IR globals.
The careful handling of nested contexts here is needed because if we are in the middle of lowering a generic function, then a `static` variable should turn into its *own* `IRGeneric` wrapping an `IRGlobalVar`. The body of the function should refer to the global variable by specializing the global variable's `IRGeneric` to the parameters of the *functions* `IRGeneric`. This tricky detail is handled by `defaultSpecializeOuterGenerics`.

An additional subtlety not actually required for this raytracing work (and thus not properly tested right now) is handling function-`static` variables with initializers.
These can't just be lowered to globals with initializers, because HLSL follows the C rule that function-`static` variables are initialized when the declaration statement is first executed (and this could be visible in the presence of side-effects).
The lowering strategy here translates any `static` variable with an initializer into *two* globals: one for the actual storage, plus a second `bool` variable to track whether it has been initialized yet.
There are some opportunities to optimize this case, especially for `static const` data, but that will need to wait for future changes.

We've slowly been shifting away from the model where a user thinks of a "profile" as including both a stage and a feature level.
Instead, the user should think about selecting a profile that only describes a feature level (e.g., `sm_6_1`, `glsl_450`, etc.), and then separately specifying a stage (`vertex`, `raygeneration, etc.) for each entry point.
The challenge here is that the command-line processing still only had a single `-profile` switch, and no way to specify the stage.

Adding the `-stage` option was relatively easy, but making it work with the existing validation logic for command-line arguments was tricky, because of the complex model that `slangc` supports for compiling multiple entry points in a single pass.

* In `slang.h` add new reflection parameter categories for ray payloads and hit attributes, as part of entry point input/output signatures.

* A previous change already updated our copy of glslang to one that supports the `GL_NVX_raytracing` extension, so in `slang-glslang.cpp` we just needed to map Slang's `enum` values for the raytracing stage names to their equivalents in the glslang code.

* Moved the logic for looking up a stage by name (`findStageByName()`) out of `check.cpp` and into `compiler.cpp`, with a declaration in `profile.h`

* Added a `$z` suffix to the GLSL translation of `Texture*.SampleLevel()`, to handle cases where the texture element type is not a 4-component vector. Note that this fix should actually be applied to *all* these texture-sampling operations, but I didn't want to add a bunch of changes that are (clearly) not being tested right now.

* The layout logic for entry points was updated to correctly skip producing a `TypeLayout` for an entry point result of type `void`, which meant that the related emit logic now needs to guard against a null value for the result layout.

* In `ir.cpp`, dump decorations on every instruction instead of just selected ones, so that our IR dump output is more complete.

* Added a command-line `-line-directive-mode` option so that we can easily turn off `#line` directives in the output when debugging. Not all cases where plumbed through because the `none` case is realistically the most important.

* Parser was fixed to properly initialize parent links for "scope" declarations used for statements, so that we can walk backwards from a function-scope variable (including a `static`) and see the outer function/generics/etc.

* Added GLSL 460 profile, since it is required for ray tracing. Also updated the logic for computing the "effective" profile to use to recognize that GLSL raytracing stages require GLSL 460.

* Added some conventional ray-tracing shader suffixes to the handling in `slang-test`. This code isn't actually used, but was relevant when I started by copy-pasting some existing VKRay shaders as the starting point for my testing.

* Fixup: typos
</content>
</entry>
</feed>
