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<title>slang.git/tools/gfx/d3d12/d3d12-helper-functions.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>2025-05-16T21:51:46+00:00</updated>
<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>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>added D32_S8 format (#2885)</title>
<updated>2023-05-19T16:38:49+00:00</updated>
<author>
<name>kopaka1822</name>
<email>felixbruell@live.de</email>
</author>
<published>2023-05-19T16:38:49+00:00</published>
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<id>urn:sha1:33e15236c6fd8623bc516a194ca65e8810f1f855</id>
<content type='text'>
* added D32_S8 format

* fixed isTypelessDepthFormat format for DXGI_FORMAT_R32G8X24_TYPELESS

* added R32_FLOAT_X32_TYPELESS format to allow (depth component only) shader resource views for the D32_FLOAT_S8_UINT format.
- unsure about the changed in the vk-util.cpp: No matching VK_Format?

---------

Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;
Co-authored-by: jsmall-nvidia &lt;jsmall@nvidia.com&gt;</content>
</entry>
<entry>
<title>fixed shader resource views for multisample textures (#2880)</title>
<updated>2023-05-11T20:15:34+00:00</updated>
<author>
<name>kopaka1822</name>
<email>felixbruell@live.de</email>
</author>
<published>2023-05-11T20:15:34+00:00</published>
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<id>urn:sha1:f414a14c1eac050ff2e1bdaf4f3dd2e4ec6f644e</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add AdapterLUID to identify GPU adapters (#2492)</title>
<updated>2022-11-04T16:34:53+00:00</updated>
<author>
<name>skallweitNV</name>
<email>64953474+skallweitNV@users.noreply.github.com</email>
</author>
<published>2022-11-04T16:34:53+00:00</published>
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<id>urn:sha1:015bde8d5a46f32979c00dbb1feb4b3d80729c44</id>
<content type='text'>
* Add AdapterLUID to identify GPU adapters

* Remove adapter option in render-test</content>
</entry>
<entry>
<title>Add gfxGetAdapters function (currently implemented for D3D12/Vulkan) (#2486)</title>
<updated>2022-11-03T15:58:49+00:00</updated>
<author>
<name>skallweitNV</name>
<email>64953474+skallweitNV@users.noreply.github.com</email>
</author>
<published>2022-11-03T15:58:49+00:00</published>
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<id>urn:sha1:8f9d58416934cbf850f0f01e5fefbdfe1b02d4d6</id>
<content type='text'>
* Add gfxGetAdapters function (currently implemented for D3D12/Vulkan)

* Extend to handle DirectX11 and CUDA

* Use blob to return adapter list and add AdapterList helper

* Replace strncpy with memcpy

Co-authored-by: jsmall-nvidia &lt;jsmall@nvidia.com&gt;</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>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix d3d12 implementation of `uploadBufferData`. (#2402)</title>
<updated>2022-09-20T00:08:25+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-09-20T00:08:25+00:00</published>
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<id>urn:sha1:8e44968be297c0fa0ab00510a5e5922630d8c401</id>
<content type='text'>
* Fix d3d12 implementation of `uploadBufferData`.

* Add ICommandBufferD3D12::ensureInternalDescriptorHeapsBound().

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Split render-d3d12.h/cpp into a set of smaller files (#2231)</title>
<updated>2022-05-17T17:56:14+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-05-17T17:56:14+00:00</published>
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<id>urn:sha1:5a3aa6159e0ef0241b528812e1d138f0d7055f22</id>
<content type='text'>
* Split render-d3d12 into numerous smaller files to make the code easier to parse

* Added all new D3D12 files created from splitting render-d3d12

* Fixed several uses of attachment still floating around; Changed resource-d3d12 and descriptor-heap-d3d12 to match naming conventions of new d3d12 implementation header files

* Readded files with name changes because changing them from inside VS apparently results in them being treated as new files

* Merged in externals changes from master

* Small cleanup changes

* Rerun CI

Co-authored-by: Theresa Foley &lt;10618364+tangent-vector@users.noreply.github.com&gt;</content>
</entry>
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