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<title>slang.git/tools/gfx-unit-test/get-buffer-resource-handle-test.cpp, 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>2025-07-09T06:44:56+00:00</updated>
<entry>
<title>Convert gfx unit tests and examples to use slang-rhi (#7577)</title>
<updated>2025-07-09T06:44:56+00:00</updated>
<author>
<name>Gangzheng Tong</name>
<email>tonggangzheng@gmail.com</email>
</author>
<published>2025-07-09T06:44:56+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=43d0c2100ef1a5df4b54525e50eb29fe7c39ec16'/>
<id>urn:sha1:43d0c2100ef1a5df4b54525e50eb29fe7c39ec16</id>
<content type='text'>
* Port first gfx unit test to slang-rhi

* port triangle example to use slang-rhi

* port platform-test to slang-rhi

* Update platform-test to throttle mouse move events

* port gpu-printing example to use slang-rhi

* port model-viewer example to use slang-rhi

* port ray-tracing example to use slang-rhi

* port ray-tracing pipeline example to use slang-rhi

* port reflection parameter blocks example to use slang-rhi

* port shader-object example to use slang-rhi

* port shader-toy example to use slang-rhi

* Port most of tests to slang-rhi

* port link-time-constant-array-size to use slang-rhi

* Fix tests and find matching tests in slang-rhi

* port autodiff-texture

* remove gfx target; port nv-aftermath-example

* update include path for shader-cursor.h

* Disabled 2 more ported tests

* fix build error

* remove gfx test

* put slang-rhi (static-lib) before slang (shared)

* format code (#7621)

Co-authored-by: slangbot &lt;186143334+slangbot@users.noreply.github.com&gt;

* add debug callback

* format code (#7649)

Co-authored-by: slangbot &lt;186143334+slangbot@users.noreply.github.com&gt;

* Address review comments; revert back to use SLANG_CHECK_MSG

---------

Co-authored-by: slangbot &lt;ellieh+slangbot@nvidia.com&gt;
Co-authored-by: slangbot &lt;186143334+slangbot@users.noreply.github.com&gt;</content>
</entry>
<entry>
<title>Enable Windows full debug testsuite in CI (#7085)</title>
<updated>2025-05-16T21:51:46+00:00</updated>
<author>
<name>Gangzheng Tong</name>
<email>tonggangzheng@gmail.com</email>
</author>
<published>2025-05-16T21:51:46+00:00</published>
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<id>urn:sha1:8f20632a0ba45c3bfada293842e55129949a2ae9</id>
<content type='text'>
* Unify Debug Layer Control Logic and Add Disable Option for Debug Builds

This PR refactors and unifies the debug layer control logic in slang-test.
A new `-disable-debug-layers` option is introduced, allowing debug builds to skip enabling the validation (debug) layer.
This is currently needed to ensure stability in the debug test suite.

Previously, different toggles such as ENABLE_VALIDATION_LAYER, ENABLE_DEBUG_LAYER, and debugLayerEnabled were used inconsistently across different components of slang-test. This PR standardizes the logic by using a single variable, debugLayerEnabled, to control the enabling/disabling of the debug layer internally.

Notes:
By default, the debug/validation layer is enabled in debug builds and is not supported in release builds of slang-test.

Fixes: #7132

* Disable spirv-opt for the DebugFunctionDefinition issue

* Run debug build only in GCP machines

* Fix VUID-vkCmdPipelineBarrier-pBufferMemoryBarriers-02818

dstAcessMask can't include VK_ACCESS_TRANSFER_READ_BIT when stage mask
has  VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR

* Set failed retry limit to 32

---------

Co-authored-by: slangbot &lt;ellieh+slangbot@nvidia.com&gt;
Co-authored-by: slangbot &lt;186143334+slangbot@users.noreply.github.com&gt;</content>
</entry>
<entry>
<title>Correct include dir for libslang (#5539)</title>
<updated>2024-11-14T04:34:18+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2024-11-14T04:34:18+00:00</published>
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<id>urn:sha1:7b570feed42976a6e787d79a70aaf8e667745e58</id>
<content type='text'>
This stops adding the repo root to the include path for anything linking
with slang. This enabled a bunch of convenient includes, but might lead
to confusing behavior for anyone including slang. Not to mention
differences including it from an install vs source.

Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;</content>
</entry>
<entry>
<title>Move switch statement bodies to their own lines (#5493)</title>
<updated>2024-11-05T17:47:26+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2024-11-05T17:47:26+00:00</published>
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<id>urn:sha1:b118451e301d734e3e783b3acdf871f3f6ea851c</id>
<content type='text'>
* Move switch statement bodies to their own lines

* format

---------

Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;</content>
</entry>
<entry>
<title>format</title>
<updated>2024-10-29T06:49:26+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2024-10-29T06:49:26+00:00</published>
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<id>urn:sha1:f65d756bff8d4c5cbc15bd0322a2ae8e6b896a21</id>
<content type='text'>
* format

* Minor test fixes

* enable checking cpp format in ci</content>
</entry>
<entry>
<title>Various gfx fixes. (#2132)</title>
<updated>2022-02-17T06:34:20+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-02-17T06:34:20+00:00</published>
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<id>urn:sha1:d4145519dd86f6d18b07393d989141bda4d4ceb3</id>
<content type='text'>
* Various gfx fixes.

* Fix test case.

* Fix crash.

* Trigger build

* Trigger build 2

* Fix vulkan unit tests.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Various fixes to gfx. (#2074)</title>
<updated>2022-01-10T21:30:41+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-01-10T21:30:41+00:00</published>
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<id>urn:sha1:ad9abad220df96d2155f6825f158b7f6327b7ea8</id>
<content type='text'>
* Various gfx fixes.

* Fixup.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Buffer allocation backend. (#2045)</title>
<updated>2022-01-04T19:05:04+00:00</updated>
<author>
<name>ZanderMajercik</name>
<email>amajercik@nvidia.com</email>
</author>
<published>2022-01-04T19:05:04+00:00</published>
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<id>urn:sha1:9d6c7763334908c78027199a0cb1ca3b9841ebab</id>
<content type='text'>
* removed initialization of upload resource for CPU visible buffers (D3D12, Vulkan)

* reverted slang-gfx.h change

* declared DescBase::hasCpuAccessFlag() const to make backend changes compile under gcc

* commit before checking master branch

* commit before merge

* commit before checking master

* commit before merging upstream

* revert vulkan changes

* commit before testing on master

* commit before merge with master

* reverted bad merge changes

* reverted more bad merge changes in render-d3d12.cpp

* reverted buffer transition in _uploadBufferData

* implemented bufferBarrier() in render-d3d12.cpp

* reverted uneccesary transition in createBuffer

* create staging buffer even when AccessFlag::None passed to D3D11 createBufferResource

* renamed AccessFlags to MemoryType

Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;</content>
</entry>
<entry>
<title>Allow buffers to be shared between D3D12 and CUDA (#2005)</title>
<updated>2021-11-09T19:59:43+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2021-11-09T19:59:43+00:00</published>
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<id>urn:sha1:4d4cd569ad7fcc88693c18f848603f18894e24be</id>
<content type='text'>
* Added both the SharedHandle struct containing a handle and the API the handle originated from and the getSharedHandle() method to IResource, which returns a Windows system handle for the resource that can then be shared between multiple APIs (currently only fully implemented for D3D12); Added createTextureFromNativeHandle() and createBufferFromNativeHandle() to IDevice, which creates a buffer or texture resource using the provided handle (currently only fully implemented for D3D12); Added createBufferFromSharedHandle() to IDevice, which creates a BufferResource using the provided system handle (currently only fully implemented for the D3D12 to CUDA interface); Provided a proper implementation for CUDADevice::getNativeHandle(); Added several new tests testing the aforementioned implementations; Moved NativeHandle and getNativeHandle() for IBufferResource and ITextureResource up a layer into IResource and renamed to NativeResourceHandle; Modified NativeResourceHandle to be a struct containing the handle and the API it originated from and propagated these changes where appropriate

* Combined all native and shared handle representations into a unified InteropHandle struct which tracks the handle's value and source API; Modified all getNativeHandle() and getSharedHandle() variants to operate on InteropHandle and modified all affected files

* D3D12 buffers and textures are now responsible for closing their shared handles if they exist; Renamed IDevice::getNativeHandle() to getNativeDeviceHandles()

* Fixed getNativeDeviceHandles() in render-cuda to match updated method elsewhere

* Temporarily disabling existingDeviceHandleCUDA and sharedHandleD3D12ToCUDA due to currently unreproducable test failures on TC</content>
</entry>
<entry>
<title>Re-enable swiftshader. (#1984)</title>
<updated>2021-10-20T14:18:03+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-10-20T14:18:03+00:00</published>
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<id>urn:sha1:8406244e27c142ea56c7a934b09e0b1cdace6afd</id>
<content type='text'>
Ignore some gfx unit tests when using swiftshader.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
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