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<title>slang.git/tools/gfx/d3d12/d3d12-pipeline-state.cpp, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
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<updated>2024-10-29T06:49:26+00:00</updated>
<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 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>Some small fixes with Windows/DX usage (#2797)</title>
<updated>2023-04-14T09:08:18+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2023-04-14T09:08:18+00:00</published>
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<id>urn:sha1:4c9c8a7a4d9b97fec6041a562638fbea521533ed</id>
<content type='text'>
* Correct case of windows.h includes

* Use Slang::SharedLibrary to load directx dlls

* s/max/std::max/

* Factor common OS code in calcHasApi

* Add DXIL test for compute/simple

* s/false/FALSE for calls to WinAPI functions

* Factor common OS code in gfxGetAdapters

* 2 missing headers

d3d12sdklayers for ID3DDebug

climits for UINT_MAX

* Define out unused function on Linux

* Only try to load Vulkan and CUDA on Windows or Linux

* simplify D3DUtil::getDxgiModule

* Remove WIN32_LEAN_AND_MEAN &amp;co from source files

Add a global define

* Set WIN32_LEAN_AND_MEAN &amp;friends in headers

Restore previous state also

* regenerate vs projects</content>
</entry>
<entry>
<title>Preliminary support for realtime clock (#2772)</title>
<updated>2023-04-04T22:00:16+00:00</updated>
<author>
<name>jsmall-nvidia</name>
<email>jsmall@nvidia.com</email>
</author>
<published>2023-04-04T22:00:16+00:00</published>
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<id>urn:sha1:68c7d5cda2d6f2eb7bfb3a7e15860eb3ded25424</id>
<content type='text'>
* #include an absolute path didn't work - because paths were taken to always be relative.

* Initial support for realtime clock.

* Add realtime-clock render feature where seems appropriate.

* Fixes to make NVAPI compile properly.
Change realtime-clock.slang check to use maths that can't overflow.</content>
</entry>
<entry>
<title>Shader caching (#2432)</title>
<updated>2022-10-12T16:55:09+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-10-12T16:55:09+00:00</published>
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<id>urn:sha1:f0cd62b37c5dfbbdb3fb205f1be2b8beba0dfed4</id>
<content type='text'>
* Changed all getEntryPointCode calls to use RendererBase::getEntryPointCodeFromShaderCache

* Hashing hooked up, tests pass but need to add more to fully test functionality

* checkpoint

* Checkpoint: File system creation seems functional, saving is broken

* checkpoint: Fixed filename generation from MD5 hash, shader blob might be going missing ahead of pipeline state creation

* Fixed a lot of bugs related to hash code generation, shader cache is likely working but needs further testing

* Added workaround for module loading by re-creating the test device, shader cache test functional

* Vulkan shader caching bug fixed, checkpoint commit before more refinement

* pre-ToT merge checkpoint

* checkpoint commit, improving cache keys

* Significantly expanded items included in the dependency hash for Module; Added dependency hash functions to SpecializedComponentType and RenamedEntryPointComponentType

* Temporarily disable shader cache test

* Mid cleanup changes, solution successfully builds

* Added several helper update functions to slang-md5 to help simplify usage; Added a function under ISession to compute a hash for all linkage-related items; Function renames and cleaned up some comments

* Ran premake.bat; Renamed getASTBasedHashCode to computeASTBasedHash

* Added slang unit tests for Checksum and MD5; Extended gfx shader cache test to test with multiple shader files and one shader file with multiple entry points

* Solution builds and shader cache tests pass, but at least a couple other tests now failing

* ran premake.bat

* More cleanup changes

* Added shaderCachePath field to IDevice desc in gfx.slang, gfx-smoke.slang should be functional

* ran premake

* cleanup changes; Adding test printf to getEntryPointCodeFromShaderCache to see if output can be seen in CI

* Removed debugging printfs; Added handling for getEntryPointCode() failing

* Cleanup changes; Jonathan's fixes to SerialWriter to zero initialize otherwise uninitialized memory; Change to SwizzleExpr creation to zero initialize elementCount

* Changed enable_if_t to enable_if

* Fixed enable_if

* Added test for import vs include and changes to included and imported files; Fixed build errors in CUDA; Renamed shader cache statistics fields

* cleanup changes

* Readd removed file

* Restructured computeDependencyBasedHash calls, added computeDependencyBasedHashImpl to all classes dervied from ComponentType

* Applied same restructuring to the AST hash functions

* Cleanup changes; Moved HashBuilder out to slang-digest.h and added some helper functions to streamline the process of adding items to a hash

* Cleanup; Fixed incorrect expected results for shader import and include test</content>
</entry>
<entry>
<title>GFX: improve d3d12 performance. (#2408)</title>
<updated>2022-09-23T04:54:16+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-09-23T04:54:16+00:00</published>
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<id>urn:sha1:bd11629739ae2b0619699c765354894ff32dacf1</id>
<content type='text'>
</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>
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