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<title>slang.git/tools/gfx/d3d12/d3d12-command-encoder.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>2024-11-05T17:47:26+00:00</updated>
<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>add support for callable shaders in gfx (#3460)</title>
<updated>2024-05-28T00:05:12+00:00</updated>
<author>
<name>skallweitNV</name>
<email>64953474+skallweitNV@users.noreply.github.com</email>
</author>
<published>2024-05-28T00:05:12+00:00</published>
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<id>urn:sha1:eefdd4ab99fa99ed326b68cd2b0d4024347ed8fc</id>
<content type='text'>
Co-authored-by: Jay Kwak &lt;82421531+jkwak-work@users.noreply.github.com&gt;
Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;</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>add missing Result to IRayTracingCommandEncoder::bindPipline (#4148)</title>
<updated>2024-05-11T22:11:44+00:00</updated>
<author>
<name>skallweitNV</name>
<email>64953474+skallweitNV@users.noreply.github.com</email>
</author>
<published>2024-05-11T22:11:44+00:00</published>
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<id>urn:sha1:e0054151b5b1b4bc44312e3ca737aa2a9a04ff35</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add Mesh and Task shader support to GFX (#3190)</title>
<updated>2023-09-12T03:13:11+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2023-09-12T03:13:11+00:00</published>
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<id>urn:sha1:09854a4596019ddb3bb315b8836b5c88e718cdc7</id>
<content type='text'>
* Bump vulkan headers

Also just use vulkan-headers as a submodule

* Add drawMeshTasks to gfx graphics pipelines

* Add DispatchMesh overload with no payload, with GLSL intrinsic

* Require spirv 1.4 for mesh shaders

* Add vulkan mesh shader feature discovery

* Add mesh shader stage bits to vk-util

* Add mesh and task shader support to render-test

* Add mesh and task tests

* Preserve "payload" specifier in task shaders

* Add mesh shader pipeline support to gfx

* Add TODO

* Add numThreads attribute for amplification stage

* Add payload to task shader test

* Drop dependency on d3dx12

* Allow passing payloads from task to mesh shaders

* regenerate vs projects

* check DispatchMesh name correctly

* Add mesh shader tests to failing tests

* Detect wave-ops feature on vulkan

* Add fuse-product to expected failures

This fails because the global varaible `count` is not initialized

* Add required extension to WaveMaskMatch SPIR-V impl

* Remove meshShader member from pipeline desc

* Identify mesh shader support on d3d12</content>
</entry>
<entry>
<title>GFX: make dispatch commands return error code. (#2625)</title>
<updated>2023-02-06T22:34:19+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-02-06T22:34:19+00:00</published>
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<id>urn:sha1:5ede9a3b739a62a46fa408b19e12cf3f72730f1d</id>
<content type='text'>
* GFX: make dispatch commands return error code.

* Fix cuda.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Fix D3D12 dispatchRays() when using an empty miss and/or hitgroup table (#2468)</title>
<updated>2022-10-26T15:28:16+00:00</updated>
<author>
<name>skallweitNV</name>
<email>64953474+skallweitNV@users.noreply.github.com</email>
</author>
<published>2022-10-26T15:28:16+00:00</published>
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<id>urn:sha1:26e622245b930f973963fa3200ab8dc0aadc3b1f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Various gfx fixes. (#2434)</title>
<updated>2022-10-06T02:35:47+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-10-06T02:35:47+00:00</published>
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<id>urn:sha1:cf34d2830a3103b2b47a4140d27d054b797705f2</id>
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</content>
</entry>
<entry>
<title>Call `gfx` in slang program. (#2370)</title>
<updated>2022-08-20T08:03:06+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-08-20T08:03:06+00:00</published>
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<id>urn:sha1:af70651a4843b16dd24e14b5cedffe399ebeb862</id>
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