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<title>slang.git/tools/gfx-unit-test/nested-parameter-block.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>[gfx] specify resource view buffer range in bytes (#4149)</title>
<updated>2024-05-13T22:39:49+00:00</updated>
<author>
<name>skallweitNV</name>
<email>64953474+skallweitNV@users.noreply.github.com</email>
</author>
<published>2024-05-13T22:39:49+00:00</published>
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<id>urn:sha1:9f23046138629f78995d54a7722ad6749bd84db9</id>
<content type='text'>
* refactor gfx buffer range to use byte range

* create buffer view with zero struct stride for ClearUnorderedAccessViewUint/Float

* create buffer descriptors on demand

* avoid copying gfx.dll

---------

Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;</content>
</entry>
<entry>
<title>Parameter binding and gfx fixes. (#3302)</title>
<updated>2023-11-02T04:42:12+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-11-02T04:42:12+00:00</published>
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<id>urn:sha1:6aca3813c4ccc496c0f9b2db293acb546aa11d2d</id>
<content type='text'>
* Parameter binding and gfx fixes.

* Add diagnostics on entry point parameters.

* Fix.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>gfx: d3d12 performance optimizations. (#2140)</title>
<updated>2022-02-23T18:30:19+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-02-23T18:30:19+00:00</published>
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<id>urn:sha1:393d5beb1e0e71e6f2a384c9ab19b717f389a056</id>
<content type='text'>
* gfx: d3d12 performance optimizations.

* Fix.

* Fix unit test bug.

* Add gfx interface for directly allocating GPU descriptor tables.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Optimize d3d12 mutable shader object implementation. (#2138)</title>
<updated>2022-02-19T08:15:17+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-02-19T08:15:17+00:00</published>
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<id>urn:sha1:e272aec6a9ddb8b0af82f72c061f5393f2b2bdab</id>
<content type='text'>
* Optimize d3d12 mutable shader object implementation.

* Disable mismatched clear value warning message from d3d sdk.

* Fix.

* Fix.

* gfx: Avoid redundant d3d12 QueryInterface call.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Various fixes to gfx. (#2120)</title>
<updated>2022-02-09T23:30:38+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-02-09T23:30:38+00:00</published>
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<id>urn:sha1:b8982fcf43b86c1e39dcc3dd19bff2821633eda6</id>
<content type='text'>
* Various fixes to gfx.

* Fix.

* Fixes.

* Fix.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Various fixes to GFX, nested parameter block test for d3d12. (#2081)</title>
<updated>2022-01-14T21:08:46+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-01-14T21:08:46+00:00</published>
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<id>urn:sha1:b2f4cb118ef15cbf522be0335e4084ac6db57672</id>
<content type='text'>
* Various fixes.

* Add nested parameter block test.

* Remove slang-llvm licence info

* Ingore slang-llvm/ directory.

* Fixup.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
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