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<title>slang.git/tools/gfx/debug-layer.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>2022-08-04T23:59:28+00:00</updated>
<entry>
<title>Split debug-layer into smaller files (#2344)</title>
<updated>2022-08-04T23:59:28+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-08-04T23:59:28+00:00</published>
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<id>urn:sha1:12a846e8facf090aaeb68fcabf55867f5eaed747</id>
<content type='text'>
* checkpoint commit

* debug-layer split, does not compile

* Almost compiles, rebasing before making any further changes

* everything compiles and passes tests locally

* Added tools/gfx/debug-layer to premake and ran premake

Co-authored-by: Yong He &lt;yonghe@outlook.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: 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>Expose API-specific row alignment values (#2151)</title>
<updated>2022-03-08T20:47:32+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-03-08T20:47:32+00:00</published>
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<id>urn:sha1:771f29435d664f7344bc5596056146af5d64d352</id>
<content type='text'>
* Added function to IDevice that retrieves the row alignment for the particular API; Added rowDstStride argument to copyTextureToBuffer and changed D3D12 footprint row pitch to check that the user-supplied stride is correctly aligned before assigning to the footprint's row pitch

* Changed alignment from Uint to size_t

Co-authored-by: jsmall-nvidia &lt;jsmall@nvidia.com&gt;</content>
</entry>
<entry>
<title>Use GLSL scalar layout for constant buffers. (#2147)</title>
<updated>2022-03-01T02:09:27+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-03-01T02:09:27+00:00</published>
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<id>urn:sha1:e6c9625e0f0d5d9703451fd2ebb8b206d210009c</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add isOccluded() and setFullScreenMode() to ISwapchain (#2145)</title>
<updated>2022-02-25T10:58:42+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-02-25T10:58:42+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=8990d270e3a0c01b1f7abbf4f79556c5ef82a096'/>
<id>urn:sha1:8990d270e3a0c01b1f7abbf4f79556c5ef82a096</id>
<content type='text'>
* Added isOccluded() and setFullScreenMode() to ISwapchain and provided implementations for D3D12 (all others currently return false)

* Removed isWindowOccluded variable and directly return the result of m_swapchain3-&gt;Present

* Restart CI</content>
</entry>
<entry>
<title>gfx: d3d12 performance optimizations. (#2140)</title>
<updated>2022-02-23T18:30:19+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-02-23T18:30:19+00:00</published>
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<id>urn:sha1:393d5beb1e0e71e6f2a384c9ab19b717f389a056</id>
<content type='text'>
* gfx: d3d12 performance optimizations.

* Fix.

* Fix unit test bug.

* Add gfx interface for directly allocating GPU descriptor tables.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Optimize d3d12 mutable shader object implementation. (#2138)</title>
<updated>2022-02-19T08:15:17+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-02-19T08:15:17+00:00</published>
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<id>urn:sha1:e272aec6a9ddb8b0af82f72c061f5393f2b2bdab</id>
<content type='text'>
* Optimize d3d12 mutable shader object implementation.

* Disable mismatched clear value warning message from d3d sdk.

* Fix.

* Fix.

* gfx: Avoid redundant d3d12 QueryInterface call.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Various gfx fixes. (#2132)</title>
<updated>2022-02-17T06:34:20+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-02-17T06:34:20+00:00</published>
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<id>urn:sha1:d4145519dd86f6d18b07393d989141bda4d4ceb3</id>
<content type='text'>
* Various gfx fixes.

* Fix test case.

* Fix crash.

* Trigger build

* Trigger build 2

* Fix vulkan unit tests.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>gfx: Add `resolveQuery` command. (#2125)</title>
<updated>2022-02-10T21:59:53+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-02-10T21:59:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=1c030cdb964979bb0837a297749236a541cc80fa'/>
<id>urn:sha1:1c030cdb964979bb0837a297749236a541cc80fa</id>
<content type='text'>
Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
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