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<title>slang.git/tools/gfx/d3d12/render-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>
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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>Changed all uses of attachment (in the context of render/depth stencil targets) to target (#2214)</title>
<updated>2022-05-04T18:44:24+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-05-04T18:44:24+00:00</published>
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<id>urn:sha1:ca86ce28829987fce2df4a81da976e6b18e17ad1</id>
<content type='text'>
Co-authored-by: Theresa Foley &lt;10618364+tangent-vector@users.noreply.github.com&gt;</content>
</entry>
<entry>
<title>gfx: Add interop API to control descriptor heap binding. (#2211)</title>
<updated>2022-04-27T20:58:55+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-04-27T20:58:55+00:00</published>
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<id>urn:sha1:ec530b300524635dfe0fd86949b0a4fc5c19a984</id>
<content type='text'>
Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>GFX renaming work part 2: slang-gfx.h renames (#2194)</title>
<updated>2022-04-21T19:59:09+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-04-21T19:59:09+00:00</published>
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<id>urn:sha1:f493d24c70a6227754296439e97adf35ec412496</id>
<content type='text'>
* Fixed all build errors and type conversion warnings from renames in slang-gfx.h

* Made necessary build fixes to the CUDA implementation

* Renamed ITextureResource::Size to ITextureResource::Extents

* More rename changes based on CI errors

* More renames to fix CI build errors

* Rerun tests</content>
</entry>
<entry>
<title>GFX renaming work part 1 (#2183)</title>
<updated>2022-04-14T17:00:35+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-04-14T17:00:35+00:00</published>
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<id>urn:sha1:ac81614974700806e8257b8483a0ba97b925971a</id>
<content type='text'>
* Added new typedefs for Size, Offset, Count, and Index; Replaced numerous instances of size_t in slang-gfx.h, render-d3d12, render-vk, and renderer-shared with either Size or Offset; Fixed compiler warnings for mismatched numerical types

* Renamed Index and Count to GfxIndex and GfxCount, changed to 32 bit from 64 bit</content>
</entry>
<entry>
<title>Support `[DllImport]` (#2181)</title>
<updated>2022-04-12T22:23:53+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-04-12T22:23:53+00:00</published>
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<id>urn:sha1:65c2e7f1ccc6cdb5daec343c7e32b4a9dc463ae4</id>
<content type='text'>
* Support `[DllImport]`

* Fix.

* Fix.

* Fix array type emit in cpp.

* Fix.

* Fix.

* Fix

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Texture views/shapes tests part 1 (#2179)</title>
<updated>2022-04-07T18:11:45+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-04-07T18:11:45+00:00</published>
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<id>urn:sha1:2aac3700741f47caa6e8d674872979e2cdc251ab</id>
<content type='text'>
* Framework for texture views testing working; Small tweaks to texture testing utils; Changed D3D12 readTextureResource to account for non-1 depth

* Basic framework for texture views tests working; Test file needs a rename at some point

* 1D, 2D, and 3D textures working for ShaderResource, UnorderedAccess, and RenderTarget tests; Fixed some small issues with handling the depth field of 3D textures in Vulkan causing incorrectly cleared textures</content>
</entry>
<entry>
<title>Small fix in d3d12 transient heap. (#2160)</title>
<updated>2022-03-14T18:07:30+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-03-14T18:07:30+00:00</published>
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<id>urn:sha1:06d04ab5e63ad43d7ad9de3fbc4c8ed64b13265a</id>
<content type='text'>
Use `ShortList` instead of `Array` for `m_waitHandles`.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>gfx: Add `ITransientResourceHeap::finish()` to avoid `Signal` after every queue submit. (#2158)</title>
<updated>2022-03-11T19:57:53+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-03-11T19:57:53+00:00</published>
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<id>urn:sha1:0890fd8f2e485bfdd93ff6227be08ff4142e55d1</id>
<content type='text'>
Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>gfx: restructure render-vk.cpp (#2157)</title>
<updated>2022-03-09T23:59:40+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-03-09T23:59:40+00:00</published>
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<id>urn:sha1:f6c2a0f81340a0efd10e286a3cbe33e1b564a11b</id>
<content type='text'>
Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
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