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<title>slang.git/tools/gfx-unit-test/imported.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>2022-10-19T16:36:41+00:00</updated>
<entry>
<title>PersistentShaderCache integration (#2453)</title>
<updated>2022-10-19T16:36:41+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-10-19T16:36:41+00:00</published>
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<id>urn:sha1:dec930150f42a22892e567c769a1c9e24e761fde</id>
<content type='text'>
* Shader cache index integrated into RendererBase; Added test for cache eviction policy (which currently does not pass)

* Restructured main if block in getEntryPointCodeFromShaderCache; Post-rebase cleanup

* undo local testing only change

* Fixed issues causing shader cache tests to fail

* Edited gfx.slang to reflect structural changes to IDevice::Desc and to include ShaderCacheDesc; Modified how the cache is reading in the file from disk; Added a check to the cache eviction policy test that checks for correct order of entries in the cache as well as eight total expected output files for D3D12 and Vulkan

* Removed line in gfx-unit-test.cpp for local testing

* Edited .gitignore to ignore all shaders automatically generated by the shader cache tests and removed the test shaders that were previously added; Review changes, most notably with an overhaul of how the cache eviction policy test handles checking order of entries

* Ran premake; Removed local testing specific line (again)

* Removed expected comparison files from earlier commit; Ran premake

* Edited premake5.lua to also ignore the auto-generated shader files from specific shader cache tests

* Fixed weird indent in premake5.lua</content>
</entry>
<entry>
<title>Shader caching (#2432)</title>
<updated>2022-10-12T16:55:09+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-10-12T16:55:09+00:00</published>
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<id>urn:sha1:f0cd62b37c5dfbbdb3fb205f1be2b8beba0dfed4</id>
<content type='text'>
* Changed all getEntryPointCode calls to use RendererBase::getEntryPointCodeFromShaderCache

* Hashing hooked up, tests pass but need to add more to fully test functionality

* checkpoint

* Checkpoint: File system creation seems functional, saving is broken

* checkpoint: Fixed filename generation from MD5 hash, shader blob might be going missing ahead of pipeline state creation

* Fixed a lot of bugs related to hash code generation, shader cache is likely working but needs further testing

* Added workaround for module loading by re-creating the test device, shader cache test functional

* Vulkan shader caching bug fixed, checkpoint commit before more refinement

* pre-ToT merge checkpoint

* checkpoint commit, improving cache keys

* Significantly expanded items included in the dependency hash for Module; Added dependency hash functions to SpecializedComponentType and RenamedEntryPointComponentType

* Temporarily disable shader cache test

* Mid cleanup changes, solution successfully builds

* Added several helper update functions to slang-md5 to help simplify usage; Added a function under ISession to compute a hash for all linkage-related items; Function renames and cleaned up some comments

* Ran premake.bat; Renamed getASTBasedHashCode to computeASTBasedHash

* Added slang unit tests for Checksum and MD5; Extended gfx shader cache test to test with multiple shader files and one shader file with multiple entry points

* Solution builds and shader cache tests pass, but at least a couple other tests now failing

* ran premake.bat

* More cleanup changes

* Added shaderCachePath field to IDevice desc in gfx.slang, gfx-smoke.slang should be functional

* ran premake

* cleanup changes; Adding test printf to getEntryPointCodeFromShaderCache to see if output can be seen in CI

* Removed debugging printfs; Added handling for getEntryPointCode() failing

* Cleanup changes; Jonathan's fixes to SerialWriter to zero initialize otherwise uninitialized memory; Change to SwizzleExpr creation to zero initialize elementCount

* Changed enable_if_t to enable_if

* Fixed enable_if

* Added test for import vs include and changes to included and imported files; Fixed build errors in CUDA; Renamed shader cache statistics fields

* cleanup changes

* Readd removed file

* Restructured computeDependencyBasedHash calls, added computeDependencyBasedHashImpl to all classes dervied from ComponentType

* Applied same restructuring to the AST hash functions

* Cleanup changes; Moved HashBuilder out to slang-digest.h and added some helper functions to streamline the process of adding items to a hash

* Cleanup; Fixed incorrect expected results for shader import and include test</content>
</entry>
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