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<title>slang.git/tools/gfx/d3d12/d3d12-shader-object.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>[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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<id>urn:sha1:3192f34f57abd3245995342a0a5971ebbbbd945c</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Refactor compiler option representations. (#3598)</title>
<updated>2024-02-20T20:24:00+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-02-20T20:24:00+00:00</published>
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<id>urn:sha1:4d20fd329956ac89408b1628a8291fea01bc9a6d</id>
<content type='text'>
* Refactor compiler option representation.

* Fix binary compatibility.

* Add a test for specifying compiler options at link time.

* Fix binary compatibility.

* Fix binary compatibility.

* Fix backward compatibility on matrix layout.

* Fix.

* Fix.

* Fix.

* Fix gfx.

* Fix gfx.

* Fix dynamic dispatch.

* Polish.</content>
</entry>
<entry>
<title>Parameter binding and gfx fixes. (#3302)</title>
<updated>2023-11-02T04:42:12+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-11-02T04:42:12+00:00</published>
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<id>urn:sha1:6aca3813c4ccc496c0f9b2db293acb546aa11d2d</id>
<content type='text'>
* Parameter binding and gfx fixes.

* Add diagnostics on entry point parameters.

* Fix.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Type layouts for structured buffers with counters (#3269)</title>
<updated>2023-10-17T22:26:00+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2023-10-17T22:26:00+00:00</published>
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<id>urn:sha1:7826afcaad78cc33c976bb3db3cdc9eada4c77e8</id>
<content type='text'>
* More tests for append structured buffer

* Append and Consume structured buffer tests for DX12

* neaten

* test wobble

* Add counter layout information to append/consume structured buffers

* add getRWStructuredBufferType

* Correct definition of get size for append/consume structured buffers

* tweak append structured buffer test

* Allow initializing counter buffer in render test

* vulkan test for consume structured buffer

* Handle null counterVarLayout in getExplicitCounterBindingRangeOffset

* remove dead code

* Implement atomic counter increment/decrement for spirv

* explicit spirv test

* Add missing check on result

* Hold on to counter resources

---------

Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;</content>
</entry>
<entry>
<title>Add SPIRV intrinsics for ShaderExecutionReordering and RW/Buffer. (#3252)</title>
<updated>2023-10-02T10:33:58+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-10-02T10:33:58+00:00</published>
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<id>urn:sha1:ccf2611c024ab12dcccd978f3f501d4ee9fc52bc</id>
<content type='text'>
* Add SPIRV intrinsics for ShaderExecutionReordering.

* Add intrinsics for `Buffer` and `RWBuffer`.

* Various spirv fixes.

* Marshal bool vector type.

* Inline global constants + OpFOrdNotEqual-&gt;OpFUnordNotEqual.

* Fix.

---------

Co-authored-by: Yong He &lt;yhe@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>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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