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<title>slang.git/tools/gfx/cuda/render-cuda.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>2022-07-25T20:36:43+00:00</updated>
<entry>
<title>Split render-cuda.cpp into smaller files (#2334)</title>
<updated>2022-07-25T20:36:43+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-07-25T20:36:43+00:00</published>
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<id>urn:sha1:ce6e946f6f4882aba8a62392ae791c948633e2e3</id>
<content type='text'>
* render-cuda split, compile errors galore due to missing includes etc.

* render-cuda split and fully compiles

* Ran premake.bat to disable cuda; Added all new files

* Removed render-cuda files

* CI fixes

* Rerun CI</content>
</entry>
<entry>
<title>GFX renaming work part 2: slang-gfx.h renames (#2194)</title>
<updated>2022-04-21T19:59:09+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-04-21T19:59:09+00:00</published>
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<id>urn:sha1:f493d24c70a6227754296439e97adf35ec412496</id>
<content type='text'>
* Fixed all build errors and type conversion warnings from renames in slang-gfx.h

* Made necessary build fixes to the CUDA implementation

* Renamed ITextureResource::Size to ITextureResource::Extents

* More rename changes based on CI errors

* More renames to fix CI build errors

* Rerun tests</content>
</entry>
<entry>
<title>Expose API-specific row alignment values (#2151)</title>
<updated>2022-03-08T20:47:32+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-03-08T20:47:32+00:00</published>
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<id>urn:sha1:771f29435d664f7344bc5596056146af5d64d352</id>
<content type='text'>
* Added function to IDevice that retrieves the row alignment for the particular API; Added rowDstStride argument to copyTextureToBuffer and changed D3D12 footprint row pitch to check that the user-supplied stride is correctly aligned before assigning to the footprint's row pitch

* Changed alignment from Uint to size_t

Co-authored-by: jsmall-nvidia &lt;jsmall@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 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>gfx: Add `resolveQuery` command. (#2125)</title>
<updated>2022-02-10T21:59:53+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-02-10T21:59:53+00:00</published>
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<id>urn:sha1:1c030cdb964979bb0837a297749236a541cc80fa</id>
<content type='text'>
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>Add gfx interop to allow more direct D3D12 usage scenarios. (#2117)</title>
<updated>2022-02-04T03:17:30+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-02-04T03:17:30+00:00</published>
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<id>urn:sha1:d06a78d935b2743494d47ed5cd3f36e38ac9c5ac</id>
<content type='text'>
* Add gfx interop to allow more direct D3D12 usage scenarios.

* Fix compile error in win32.

* gfx: Implement IFence::getNativeHandle() on d3d12.

* More GFX-D3D interop interface.

* Fix cuda.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Add implementations for resolveResource() to D3D12 and Vulkan backends (#2094)</title>
<updated>2022-01-25T18:26:29+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-01-25T18:26:29+00:00</published>
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<id>urn:sha1:6528b1c7f32d8e2c8de8f4e1dd386533cd14b8f1</id>
<content type='text'>
* Added implementations for resolveResource to both D3D and Vulkan backends

* Simple test for resolving a multisampled resource written and confirmed to run successfully for D3D12

* Fixed a bug preventing MSAA from working in Vulkan

* Changed test format to RGBA32 Float (because swiftshader)</content>
</entry>
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