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<title>slang.git/tools/gfx/d3d12/descriptor-heap-d3d12.cpp, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
<id>https://git.yummers.dev/slang.git/atom?h=master</id>
<link rel='self' href='https://git.yummers.dev/slang.git/atom?h=master'/>
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<updated>2022-05-17T17:56:14+00:00</updated>
<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>
<entry>
<title>More fixes to GFX d3d12. (#2084)</title>
<updated>2022-01-19T19:14:38+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-01-19T19:14:38+00:00</published>
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<id>urn:sha1:b40cd149c2038b0a429e46d60ddee5610e08b0ba</id>
<content type='text'>
* Fixes to GFX.

* Fix binding null resource views in d3d12.
* Fix array render target view creation.
* Add support for more primitive topologies.

* More gfx fixes.

* D3D12 feature report on conservative raster, programmable sample position, barycentrics and ROV.
* Add QueryPool::reset.
* Fix resource setDebugName.
* Dynamically expanding GPU descriptor heap.
* Render passes without render targets (null frame buffer).

* Fix.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Transient root shader object. (#1782)</title>
<updated>2021-04-05T20:31:05+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-04-05T20:31:05+00:00</published>
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<id>urn:sha1:086ecf41fa21138899960bb9805bc8ced91690f0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Refactor render-test to make cross platform (#1053)</title>
<updated>2019-09-13T19:59:15+00:00</updated>
<author>
<name>jsmall-nvidia</name>
<email>jsmall@nvidia.com</email>
</author>
<published>2019-09-13T19:59:15+00:00</published>
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<id>urn:sha1:c2e5d2468ad6a38cdb8a067da0678302f6cc6066</id>
<content type='text'>
* First pass of render-test refactor.

* Make window construction a function that can choose an implementation.

* Remove OpenGL as currently has windows dependency.

* Disable Vulkan as Renderer impl has dependency on windows.

* Pass Window in as parameter of 'update'.

* Add win-window.cpp as was missing.

* Fix warning on windows about signs during comparison.
</content>
</entry>
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