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<title>slang.git/tools/gfx-unit-test/instanced-draw-tests.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>
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<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>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>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>Add gfx interface definition in Slang. (#2364)</title>
<updated>2022-08-17T00:11:54+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-08-17T00:11:54+00:00</published>
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<id>urn:sha1:42f49937ffa69c82e333e886952eed027e12340e</id>
<content type='text'>
* Add gfx interface definition in Slang.

- add gfx interface definitons in Slang.
- fix slang compiler to correctly type-check `out` interface argument.
- modify gfx interface to be fully COM compatible
- add convenient ShaderProgram creation methods to gfx.

* Fix compile errors and warnings.

* Update project files

* Fix cuda.

* Properly implement queryInterface in command encoder impls.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Changed all uses of attachment (in the context of render/depth stencil targets) to target (#2214)</title>
<updated>2022-05-04T18:44:24+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-05-04T18:44:24+00:00</published>
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<id>urn:sha1:ca86ce28829987fce2df4a81da976e6b18e17ad1</id>
<content type='text'>
Co-authored-by: Theresa Foley &lt;10618364+tangent-vector@users.noreply.github.com&gt;</content>
</entry>
<entry>
<title>Draw call tests for Vulkan (#2073)</title>
<updated>2022-01-10T19:00:50+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-01-10T19:00:50+00:00</published>
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<id>urn:sha1:aee4aa3528072e4b5e95ccc4e571868716b47d50</id>
<content type='text'>
* Added instancing support to Vulkan, drawInstanced() test image is upside-down

* Fixed inverted drawInstanced() test output by changing Vulkan viewport convention

* Replaced vkCmdDraw with vkCmdDrawIndexed in all non-indirect indexed draws, drawIndexedIndirect test now working for Vulkan

* Moved index and vertex buffer binding into setIndexBuffer and setVertexBuffers; Defaulted countBuffer to nullptr and countOffset to 0 and added a check for non-null countBuffer to drawIndirect and drawIndexedIndirect in Vulkan; All Vulkan draw tests working (but D3D12 tests broken)

* Added support for drawInstanced and drawIndexedInstanced to D3D11 and added tests for both, however D3D11 tests are currently disabled due to readTextureResource assuming a fixed pixel size (among other possible problems); Fixed issues causing D3D12 tests to fail after major back-end fixes to get Vulkan up and running

* Removed testing function for dumping images and some other commented out code

* Removed some commented out code

* Fix initializer list causing builds to fail (attempt 1)

* Removed initializer list for VertexStreamDesc in createInputLayout() and fill in struct fields normally (build fix attempt 2)

* Removed default values from VertexStreamDesc and changed all initializer lists to reflect this change

* Moved applyBinding before setVertexBuffer in RenderTestApp::renderFrame() to ensure the pipeline has already been bound before vertex buffers are

* Changed D3D11's readTextureResource to calculate pixel size using format-specific size information; Removed wrapper around D3D11 instanced and indexed instanced draw tests</content>
</entry>
<entry>
<title>gfx: Add tests for instanced, indexed instanced, and indirect draw calls (#2060)</title>
<updated>2021-12-16T22:48:04+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2021-12-16T22:48:04+00:00</published>
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<id>urn:sha1:ac88374136ae0c9e83d3350ca3113f4bce893911</id>
<content type='text'>
* Implemented instancing for the drawInstanced test and confirmed that test values taken at specific pixel location match expected values

* Removed writeImage() helper function as this is for debugging only

* Factored out shared test code and wrapped tests inside a base class with derived structs for each individual draw call variant; Added a test for indexed, instanced draws but test is currently not working correctly

* Indexed instancing test finish and working; Further refactor to move code that fills the test result array and creates the vertex and color buffers to the base test class

* Commented out image dump helper function at the top as it may still be needed for the remaining draw tests

* Added a new struct derived from the base test class for testing indirect but non-indexed draws; Moved required command signatures for indirect draws into D3D12Device to ensure they continue to exist outside of their respective draw calls; Moved command signature creation into D3D12Device::initialize(); Small consistency cleanup changes

* Added working indexed indirect draw call test

* Moved expectedResult and compareComputeResult() call into getTestResults() and renamed to checkTestResults()

* Rerun tests</content>
</entry>
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