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<title>slang.git/tests/wgsl/texture.slang, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
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<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>
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<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>Refactor _Texture to constrain on texel types. (#6115)</title>
<updated>2025-01-17T22:37:27+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2025-01-17T22:37:27+00:00</published>
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<id>urn:sha1:fc77070fdc9bfa599e8d66b21743778de3011e53</id>
<content type='text'>
* Refactor _Texture to constrain on texel types.

* Fix tests.

* Fix.

* Disable glsl texture test because rhi can't run it correctly.</content>
</entry>
<entry>
<title>Overhaul docgen tool and setup CI to generate stdlib reference. (#5232)</title>
<updated>2024-10-08T20:29:57+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-10-08T20:29:57+00:00</published>
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<id>urn:sha1:c42a9faad8d84f7bd05457d5f8e1fe45d6eecfa2</id>
<content type='text'>
* Overhaul docgen tool and setup CI to generate stdlib reference.

* Fix build error.

* Write parsed doc for all decls.

* fix.

* fix callout.

* Fix.

* Fix comment.

* Fix.

* Delete obsolete doc tests.

* Fix.

* Categorize functions and types.

* Fix CI.

* Update comments.</content>
</entry>
<entry>
<title>WGSL texture support for depth and multisampled (#5152)</title>
<updated>2024-09-25T17:04:22+00:00</updated>
<author>
<name>Jay Kwak</name>
<email>82421531+jkwak-work@users.noreply.github.com</email>
</author>
<published>2024-09-25T17:04:22+00:00</published>
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<id>urn:sha1:03765a691531d69a30734beb0433d8d4cac45024</id>
<content type='text'>
* WGSL texture support for depth and multisampled

This commit fixes a few issues with WGSL texture intrinsics.
 - static_assert-s are corrected.
 - Gather functions work properly with depth textures
 - Load functions work properly with depth textures and multisampled
   textures</content>
</entry>
<entry>
<title>Feature/wgsl intrinsic texture gather (#5141)</title>
<updated>2024-09-24T02:46:32+00:00</updated>
<author>
<name>Jay Kwak</name>
<email>82421531+jkwak-work@users.noreply.github.com</email>
</author>
<published>2024-09-24T02:46:32+00:00</published>
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<id>urn:sha1:ef3552d9cbde0c06ddc77150b8ab68674d8422d3</id>
<content type='text'>
This PR implements the texture gather functions for WGSL.

The pattern was very similar to how Metal was implemented.
Before copy and paste from the Metal implementation, I had to
clean up the Metal implementation to make it more readable
and maintainable.

Gather functions are available only for 2D and 3D textures.
Their `array` and `depth` variants may or may not be supported depending on the target.
`static_assert` ensures that Gather functions are available only for 2D and 3D textures.

Removed incorrect use of "$p" argument for targeting GLSL.</content>
</entry>
<entry>
<title>WGSL implement texture intrinsics except gather and sampler-less (#5123)</title>
<updated>2024-09-21T02:55:49+00:00</updated>
<author>
<name>Jay Kwak</name>
<email>82421531+jkwak-work@users.noreply.github.com</email>
</author>
<published>2024-09-21T02:55:49+00:00</published>
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<id>urn:sha1:c42b5e24b5b9d6b03352d809e0a49485d361154f</id>
<content type='text'>
This commit implements all of the texture intrinsics for WGSL except "Gather" and sampler-less.
They will be implemented in a separate PR.

A few things to note:

 - texture sampling functions are available only for the fragment shader stage; not for compute
 - WGSL doesn't have any functions similar to CalculateLevelOfDetail or CalculateLevelOfDetailUnclamped.
 - WGSL doesn't have a function overlaoding for textureSample with "clamp" or "status" arguments.
 - WGSL doesn't support Load operation with offset for texture_multisampled_XX and texture_storage_XX.
 - WGSL supports only four types of depth textures: 2D, 2D_array, cube and cube_array.
 - WGSL doesn't support "offset" variants for cube and cube_array.</content>
</entry>
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