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<title>slang.git/tools/gfx/d3d12/d3d12-device.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>2025-06-13T16:10:42+00:00</updated>
<entry>
<title>Support SM6.9 with GFX (#7387)</title>
<updated>2025-06-13T16:10:42+00:00</updated>
<author>
<name>Jay Kwak</name>
<email>82421531+jkwak-work@users.noreply.github.com</email>
</author>
<published>2025-06-13T16:10:42+00:00</published>
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<id>urn:sha1:debdc7251ff31b82ea221893c6475e96dbe4dc16</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Enable Windows full debug testsuite in CI (#7085)</title>
<updated>2025-05-16T21:51:46+00:00</updated>
<author>
<name>Gangzheng Tong</name>
<email>tonggangzheng@gmail.com</email>
</author>
<published>2025-05-16T21:51:46+00:00</published>
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<id>urn:sha1:8f20632a0ba45c3bfada293842e55129949a2ae9</id>
<content type='text'>
* Unify Debug Layer Control Logic and Add Disable Option for Debug Builds

This PR refactors and unifies the debug layer control logic in slang-test.
A new `-disable-debug-layers` option is introduced, allowing debug builds to skip enabling the validation (debug) layer.
This is currently needed to ensure stability in the debug test suite.

Previously, different toggles such as ENABLE_VALIDATION_LAYER, ENABLE_DEBUG_LAYER, and debugLayerEnabled were used inconsistently across different components of slang-test. This PR standardizes the logic by using a single variable, debugLayerEnabled, to control the enabling/disabling of the debug layer internally.

Notes:
By default, the debug/validation layer is enabled in debug builds and is not supported in release builds of slang-test.

Fixes: #7132

* Disable spirv-opt for the DebugFunctionDefinition issue

* Run debug build only in GCP machines

* Fix VUID-vkCmdPipelineBarrier-pBufferMemoryBarriers-02818

dstAcessMask can't include VK_ACCESS_TRANSFER_READ_BIT when stage mask
has  VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR

* Set failed retry limit to 32

---------

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>Support cooperative vector (#6223)</title>
<updated>2025-01-30T08:59:49+00:00</updated>
<author>
<name>Jay Kwak</name>
<email>82421531+jkwak-work@users.noreply.github.com</email>
</author>
<published>2025-01-30T08:59:49+00:00</published>
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<id>urn:sha1:ba9b2785c69c1b8c6d2b4103267b5281815f9f23</id>
<content type='text'>
* Support cooperative vector without Vulkan-header update

Adding a Slang support for cooperative vector.
But this commit doesn't have Vulkan-header update.
</content>
</entry>
<entry>
<title>Fix some robustness issues in the examples (#5984)</title>
<updated>2025-01-07T10:51:51+00:00</updated>
<author>
<name>Anders Leino</name>
<email>aleino@nvidia.com</email>
</author>
<published>2025-01-07T10:51:51+00:00</published>
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<id>urn:sha1:7d4142e6aca5257602a7d82db5625adbb6fbc832</id>
<content type='text'>
* examples: Make hello-world example exit gracefully if VK cannot be initialized

- Check if VK API function pointers are valid before using them
- Return 0 and exit if VK initialization fails
- Enable hello-world example

* examples: Fixes for ray-tracing examples

- Assert that accelleration structure buffer is not nullptr
- Check if buffer creation succeeded before proceeding
 - This makes initialization not hang, but it still fails.
   Therefore, the test expectations are just updated to point to another issue.
- Enable ray-tracing tests on Windows</content>
</entry>
<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>Fix UAV access for 3d texture mips (#5363)</title>
<updated>2024-10-21T14:48:48+00:00</updated>
<author>
<name>ccummingsNV</name>
<email>ccummings@nvidia.com</email>
</author>
<published>2024-10-21T14:48:48+00:00</published>
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<id>urn:sha1:563258c281eb3508b37464d9a22f117fb0b9c26f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix incorrect setting of array information for 1d texture arrays in D3D12 (#5361)</title>
<updated>2024-10-21T13:32:57+00:00</updated>
<author>
<name>ccummingsNV</name>
<email>ccummings@nvidia.com</email>
</author>
<published>2024-10-21T13:32:57+00:00</published>
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<id>urn:sha1:3b8efefb184691acf2a1786810bb67cf0ff9d764</id>
<content type='text'>
</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>[GFX] Fix d3d12 buffer view creation logic for StructuredBuffers. (#3954)</title>
<updated>2024-04-16T06:28:28+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-04-16T06:28:28+00:00</published>
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